What does Eliza look like?
Hey Anon! I've got a three-post series on trying to figure this out. I just reblogged them all so they should be at the top of the blog, impossible to miss.
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What does Eliza look like?
Hey Anon! I've got a three-post series on trying to figure this out. I just reblogged them all so they should be at the top of the blog, impossible to miss.
Finding Eliza (Pt. 3 / ??)
Itās been a while, but hopefully the progress has been worth the wait. Iāve posted previously about ElizaāsĀ models and textures, but those things, viewed separately, can be a bit odd to look at. Unfortunately, Eliza was missing a bunch of model parts and textures; I had her head model without a face texture, her torso texture without a torso model, etc., not to mention the many, many parts that simply didnāt exist in the files at all. So, how does one assemble a woman from some hair, a face, shoes, and a necklace? Uh, improvise, I guess? I want to be totally clear on how I did that, though.
Improv. Point 1: Her Face
So, the model andĀ āwrinkleā mask for Elizaās head exist in the files, but no actual color texture. This was obviously the biggest impediment in putting a face to her name- there was no face to be found! We do have her torso texture though, so we can make some pretty easy assumptions about the skin color and general complexion of the face texture she should have. I located the generic NPC face texture that matched her torso texture best in terms of color (essentially a perfect match, actually), and used this as a base for all of her features (shape, placement, shading, etc.). The NPC face texture, however, was very mottled and dirty, a stark contrast to the torso texture in Elizaās files. To get the complexions to match up better, I used some additional NPC face textures, color-matched to her skin tone, andĀ āclone-brushedā in clearer spots, as well as some higher res details. All in all, her face is a mash-up of 3-5 faces, though it is still heavily based on that firstĀ āalmost-perfect-matchā NPC face. Her eye texture is selected from the generic NPC eye colors, but simply a guess.
I also gave her some modeled eyebrows and eyelashes, as she just looked too smooth without them. Shamelessly plucked from other RDR2 models and shaped to fit her head model and new face texture.
Improv. Point 2: Her Hair
Eliza actually has two hair models in her files, but no texture in sight. This wasnāt hard to make, I simply took the base hair texture for character models in the game and color-shifted it until it seemed appropriate. Her hair color is entirely a guess, though I think itās a reasonable one, based on her complexion, the eyebrow color of the NPC base face I used for her, and the appearance of the (presumed related) individual on her locket. I also had to go through and UV-map her hair models, as if the models had been made but never properly textured in the first place. Not terrible once I figured out what I was looking at, but this hair turned out far better, and thus itās the one I used in this set of renders.
Improv. Point 3: Her Torso & Body
Nothing too exciting here. We have her torso texture, but as I said, no model. We also have no model or texture for her lower half. I just used a generic NPC lower half texture that matched her skin tone, no bells or whistles, and applied both her torso texture and the generic lower half texture to the generic female NPC upper & lower half models. Since her torso texture is original to her files, Iāve included a full (censored) pic of it applied to the model, below. Please excuse theĀ āproblemā spots indicated by the arrows, just some rendering artifacts, not features lol.Ā
Improv. Point 4: Clothes
Lots of decisions made here on my part, seeing as the only clothing items we have for Eliza are her necklace (model and texture) and boots (just the model).Ā
The necklace went together as expected, though the UV-unwrapping for it is sort of odd. The boots, I found a boot texture in the files that matched the UV-map of her boot model, and I simply applied that.
Her blouse and skirt are entirely NPC-borrowed. We know very little about her, other than her having been a waitress, so I just picked something fairly generic which didnāt clash too much.
Other Notes
I want to get this content out there, but I also want to be super clear on where the canon file content stops and where my stopgap filler measures start; I hope my above explanations have been clear on that front, but if not, I 100% welcome questions. In the spirit of this total clarity, I also want to point out two additional factors at play in the renders youāre seeing.Ā
Subsurface Scattering - To make the character models appear moreĀ āfleshyā and less plastic in the render engine, Iāve gone ahead and applied an effect known as subsurface scattering to them. It helps to make shadows on the skin appear more natural (see āflat-ishā shading on left [no subsurf scattering] vs. shadows on the right [with subsurf scattering]), but it is unfortunately responsible for a fair bit of noise in the renders, as well as the tiniest bit of color shift. Iāve done what I can by simply upping the samples on my renders, the next step is to find a good denoiser that plays nice with Blender.
Lack of Comparison - Obviously when we see the RDR2 character in-game, they are effected by lighting, weather, and a number of factors. But we see them in multiple situations, and we usually see them with other characters. I canāt put Eliza into the game, so I did the next best thing and ripped a model of Arthur, using the same techniques and model/texture handling, so you could at least have a single point of comparison for how the lighting in my render is impacting the models and textures. They look very silly T-posing together, but it is what it is.
Finding Eliza (Pt.2 / ??)
Following up on the models post, here we have a list of all of the textures Iāve found related to Eliza in RDR2ā²s game files. Iāve also included (obviously censored) versions of the textures that I can make sense of; theĀ āwrinklemaskā texture isnāt included here, as it simply consists of a vague, dark dash of pixels, and I have excluded theĀ āmaā andĀ āmbā textures as they are either essentially empty or hard to make sense of. In cases where multiple resolutions of a texture existed, the textures pictured in this post are the highest quality versions of those textures.
cs_eliza_fs1_head_000_c0_000_wrinkle
This is the normal (similar to a bump map) texture for Elizaās face, though not the standard version of it. More or less, a normal texture provides an additional level of fake depth to a model, allowing for little creases, wrinkles, and bumps that canāt reasonably be added to the model itself. This particular normal texture is specifically for when the character is making a scrunched or wrinkled expression, as best as I can tell. Elizaās standard, unscrunched normal face texture isnāt anywhere I can find, nor is her actual color face texture.
cs_eliza_fs1_necklace_000_c0_000_ab (and nm)
These are the color and normal textures for Elizaās necklace. Particularly excited about these, as itās a bit of a two-for-one; we get the actual necklace textures, which are cool enough on their own, but they also seem to include a photo of someone likely important to the character. Itās a small texture and we know so little about Eliza, itās hard to guess who it is, but Iām personally thinking it could be her mom?
cs_eliza_fs1_nude_upper_000_c0_000_ab (and nm)
The color and normal textures for Elizaās upper body, censored here so as to not offend Tumblrās sensibilities. A very exciting find! Obviously it would have been awesome to find Elizaās actual face texture, but at the very least this texture can tell us a little about her looks in terms of her complexion and scars/wear-and-tear (or lack thereof). Files tend to look a bit different than they appear in-game, so as to provide better context, Iāve included an assortment of textures from other characters below:
Not entirely certain how long it will take, but Iām working on taking these textures, as well as the models from the other post and some generic textures/models from the game files, and putting together a sort of hypothetical Eliza model. For her face Iāll be doing a sort of composite of other face textures in the game, trying to get something that feels right with the model. If youāve got suggestions or thoughts, Iād love to hear them. Edit: There are now renders here.
Finding Eliza (Pt.1 / ??)
I wish I could explain quite why Iām so excited about finding Eliza, or any trace of her, in the game files. Sheās such a small note in such a large game, mentioned only briefly in a missable snippet of dialogue, and yet she has captured my attention. When I first set out to pull game models from RDR2, when I first made this blog, I had every intent of doing some neat project with some of the core gang members, and yet⦠Well, thatās still on the table, but Eliza seems to have stolen the spotlight first.Ā
First, a sampling of models. There are five models for Eliza that Iāve found in the files: her head sculpt, two hairstyles, a necklace, and a pair of boots. With the exception of the necklace, these models are lacking textures, so Iāve simply taken snapshots of all of them in Blender. Back angles arenāt very exciting for these, so I havenāt shown them in this post.
I already have some Eliza-related textures pulled and ready for sharing, but for organizationās sake Iām going to slide those into a second post. Edit: Textures post now here!
Hey you seem like someone who would know this, how tall is Molly? I've been looking everywhere but I haven't been able to find a model height comparison
I have no idea :( if itās anything to go by, I think I read somewhere that like Dutch, Arthur, and John were all at a standard height of 6 feet. Also, Javier is 5ā²8. Not sure of any other canon heights though sorry.
I donāt think youāll find the answers youāre looking for in a strict model height comparison, unless you can find a way to line the models up on a perfectly level surface in-game; if there are any height differences (which Iām not sure there are, but who knows), those seem to be lost when you extract the models and import them into a 3d modeling software, like Blender. There could be some sort of scaling data thatās just getting lost in the model extraction/export/import process, or everyone could just be the same height.
Just to check, I just pulled up the models for Arthur, John, Sean, and Hosea, as I had them already extracted. Without hair, they are all of a visually identical height. To double check, I extracted Javierās model, and despite him having a canon height of 5ā²8ā³, his model is also the same height as Arthur and the others.Ā
There do seem to be a few models with weird height things going on, so just to make sure I wasnāt about to spread any wrong info, I extracted Mollyās model and took a look. She seems to share the generic female height, same as NPCs such as the hotel bathing ladies.Ā
I personally prefer to headcanon everyone as having slightly different heights, though. More fun that way :p
February 20th Update
Ah, so, so much for weekly updates, I guess? Life is just overwhelming right now, and my spare time has been consumed by a new, different video game obsession (shoutout to everyone else sinking countless hours into roaming Night City). Still, Iām here, and this project isnāt dead, just sleeping.
Last time I updated, I shared with you the progress Iād made on assembling Annabelle, and this time Iām bringing you Bessie. Modeled by our lovely gray, generic model, weāve got two outfits and a hairstyle. This is, of course, all fun speculative fanwork; no files exist that Iāve found for Bessie, though I have paid mind to the single in-game photo we have of her.
The first outfit is more of a daily, out-and-about sort of deal. Nothing fancy, just the sort of well-put-together but simple thing I imagine would suit her, as well as a version with a sweater. I picture her as frequently cold, for some reason? So it seemed a shame to leave her without something to keep cozy. The single photo we have of her, small as it is, seems to show her as modest and fairly stuffy, but I think that may be more a product of the photography situation at the time than her personality, so Iāve kept the general modesty and leaned into simply keeping her stylish and more traditionally feminine. Iāve also stolen the necklace from that photo, as it seemed a nice detail to keep.
The second outfit is for around camp, in the early mornings and late fireside evenings. We have no way of saying for sure whether she actually traveled with the gang, but I like to imagine she did for a time, long enough for both Arthur and John to get to know and love her as a sort of motherly figure, long enough for there to have been plenty of shared complaints and jokes between her, Annabelle, and Susan. Still, even if she was traveling with the gang, I wanted to keep that extra layer of modesty and style, a few nicer things here and there to signify that she does come from a different world and that Hosea was taking good care of her, so Iāve given her a rather pretty overcoat to keep the chill off and some extra lacy trim on her chemise. Little details, but they just seemed right to add.
Iāve kept her hair light, as per the photo we have of her, and given her the bangs sheās shown with, but otherwise I went with a simpler hairstyle. Again, Iām trying to walk that line between modest, feminine, well-kept and also, well, practical. I figure Bessie must have had practicality in spades, to deal with how Hosea lived his life, and so I wanted to reflect that in her look, too.Ā
Summary
Outfits and hairstyle mesh assembled and textured for Bessie.
As an aside, I super appreciate any messages, whether theyāre comments or inquiries, that folks want to send. Itās really nice to hear what folks are thinking, and it keeps me motivated!
Jan. 17-23 Update
Not a whole lot of progress happening right now, as life is wildly busy in a lot of weird ways. In place of anything more meaningful, I thought I might as well share the little bit of work that Iāve gotten done on Annabelle. A reminder, of course, that this is all fun, speculative work; there arenāt any files for Annabelle.
As modeled by a lovely bland, featureless grey mesh, Iāve put together two outfits for her, each with two minor variants. The first outfit is more suited toward daywear, out and about, perhaps even running a job; it has variants with the vest buttoned or unbuttoned. The second outfit is intended as a sort of camp outfit, more appropriate for the evening around the campfire or early morning around the coffee pot; one variant with and one without a shawl.
For the textures, I couldnāt just pull files straight from gameās NPCs, as most of the textures are in a sort of neon RGB format that I think must require some metadata to appear correctly in-game. So, the textures work, but they largely need to be recolored. In most cases, I colorized them with generally muted colors, and for a few lucky items that had readily usable textures, I stuck with the colors already available in the game files. I may go back and give the vest a recolor, and her corset lacings need to be darkened, but I think Iām largely happy with it all.
For her hairstyle, there are again two variants; one is pulled back to keep out of her way, the other is loose and comfortable for downtime. Iāve gone for a red-brown color for her hair, mostly due to a headcanon Iāve had for a while about Molly looking just a touch like Annabelle. Itās all speculative anyhow, so it seems as fair as any guess.
Itās inevitable that my headcanons about Annabelle will get caught up in her design for renders, especially seeing as how we know next to nothing about her. Already some thoughts I have on her role are evident in the outfits Iāve put together; she has clothes suitable for gunslinging and robbing alongside the boys. Iāll talk more about how I see her as I get more work done, of course.
Summary
Outfit and hairstyles meshes assembled and textured for Annabelle.
Jan. 10-16 Update
Itās a little quiet right now, as all of the projects and project pieces are going to require a whole lot of work before anything sorta polished can be shared. I think I may want to do weekly updates for this blog, just as good practice and also, a bit, to hold myself accountable. If youāre only interested in completed works or more in-depth project info, you can probably safely block the tagĀ ārdr2dd weekly updateā. I may also start sharing in-progress snapshots and things like that, if folks are interested? Let me know.
Recent progress has mostly been on the ladies (Annabelle and Bessie), as that is where my attention has taken me. No faces (textures or models) yet, but I have been doing some work with various hair meshes from the game in order to put together unique hairstyles for them. Iāve also been sorting through the NPC clothing meshes to see what I can pull together for them, an outfit or two for each of them; I think Iāve got the meshes for this sorted, but I need to go through the process of sorting out the textures for them. Iāve also done a bit of work for younger!Susan, but her hairstyle is driving me absolutely up the wall. We know she used to have bangs, from that photo of her we can find in camp, but Iām having a hell of a time getting bangs to mesh well with the hair Iād chosen as a base for her.Ā
Iāve also been mulling over the matter of backdrops. It feels like, if Iām going through all of the rest of this effort, I may as well make up some nice sets for eventual renders. Unfortunately, the process of extracting buildings isnāt quite as clear-cut as that of extracting character models, and getting the right furniture to fill those spaces is even more frustrating. I think Iām pretty set on doing this, but itās also just one more thing on the pile. Weāll see how it shakes out.
Oh! Iāve also decided that, yes, Iāll be adding some variation in the heights of gang members. Iāll ramble on at length about height headcanons in a separate post, but for now I just want to apologize to anyone that strongly feels Dutch is a tall dude.Ā
Summary:
Outfit meshes assembled from NPC parts for Bessie, Annabelle, and Younger!Susan. Texture work yet to be completed.
Hairstyle meshes assembled for Annabelle and Bessie, some progress made on Younger!Susanās hair mesh.
An infinite supply of frustration unlocked in attempting to free building meshes and the furniture meshes to populate them.
Short(ish)!Dutch unlocked. rip
If yāall have questions, please always feel free to ask! Iād love to chat about the project. Iād also love to hear your headcanons, either in regards to gang member heights or Annabelle. Been thinkinā about Annabelle a lot lately... <3
Models, Scale, and Height
Iād like to do a bit of opinion-gathering on a dilemma Iām having regarding the heights of gang members, and how Iāll depict them in the future. Please read on and give me your thoughts!
The Context
As I sort through models and import them into Blender (the 3D modeling software I use), Iām realizing that, within a certain range, it seems like slight differences in scale are lost. I hadnāt noticed the issue at first, as I had assumed that the models of all gang members/NPCs of a given gender were the same height as a game design convenience - easier to animate, share clothing across NPCs, etc. However, as I attempted to import some of the horse models, I realized that The Count (Dutchās tiny Arabian) and Brown Jack (Billās huge Ardennes) were importing as the same size. Thatās a problem to troubleshoot all on its own, but itās brought me back to a different issue:
The Problem
The gang membersā models may be of identical height in the game engine, or may initially import into Blender at an identical height, but regardless of whether the identical heights are a side effect of game design convenience or a loss of scale data during import, it does not make sense for every gang member of a given gender to be the same height. Thatās just not how heights work, and while the game itself might have made differing heights hard to implement, the way that Iām handling this project will allow me to give different gang members different heights without too much trouble (I think).
Possible Solutions
I leave everyone at the height they import as. All men in the gang remain identical in height, and all women in the gang remain identical in height. Less realistic, but involves less meddling.
I take a little time and create some height variation within the gang. This would be almost exclusively headcanon-based, as I believe Javier is the only character with a height firmly stated in either RDR1 or RDR2 (heās 5ā²8ā³).Ā
End Thoughts
Iām leaning toward option 2, just to make things a touch more organic, but Iām curious what folks think I should do here. Let me know which option you prefer in the comments/tags, and if you want to share your height headcanons on top of that, please, go wild. :)
Goals, Moving Forward, Etc.
Because Iāve gotten a few comments/questions asking about the other projects Iāve mentioned, and also for the purpose of giving myself some clear goals to work toward, I want to nail down the direction(s) that this project is probably headed. Excuse the gratuitous detail, but as is likely becoming clear from my posts, thatās how I work best :p
Finding Eliza (Pt. 3 / ??)
Itās been a while, but hopefully the progress has been worth the wait. Iāve posted previously about ElizaāsĀ models and textures, but those things, viewed separately, can be a bit odd to look at. Unfortunately, Eliza was missing a bunch of model parts and textures; I had her head model without a face texture, her torso texture without a torso model, etc., not to mention the many, many parts that simply didnāt exist in the files at all. So, how does one assemble a woman from some hair, a face, shoes, and a necklace? Uh, improvise, I guess? I want to be totally clear on how I did that, though.
Improv. Point 1: Her Face
So, the model andĀ āwrinkleā mask for Elizaās head exist in the files, but no actual color texture. This was obviously the biggest impediment in putting a face to her name- there was no face to be found! We do have her torso texture though, so we can make some pretty easy assumptions about the skin color and general complexion of the face texture she should have. I located the generic NPC face texture that matched her torso texture best in terms of color (essentially a perfect match, actually), and used this as a base for all of her features (shape, placement, shading, etc.). The NPC face texture, however, was very mottled and dirty, a stark contrast to the torso texture in Elizaās files. To get the complexions to match up better, I used some additional NPC face textures, color-matched to her skin tone, andĀ āclone-brushedā in clearer spots, as well as some higher res details. All in all, her face is a mash-up of 3-5 faces, though it is still heavily based on that firstĀ āalmost-perfect-matchā NPC face. Her eye texture is selected from the generic NPC eye colors, but simply a guess.
I also gave her some modeled eyebrows and eyelashes, as she just looked too smooth without them. Shamelessly plucked from other RDR2 models and shaped to fit her head model and new face texture.
Improv. Point 2: Her Hair
Eliza actually has two hair models in her files, but no texture in sight. This wasnāt hard to make, I simply took the base hair texture for character models in the game and color-shifted it until it seemed appropriate. Her hair color is entirely a guess, though I think itās a reasonable one, based on her complexion, the eyebrow color of the NPC base face I used for her, and the appearance of the (presumed related) individual on her locket. I also had to go through and UV-map her hair models, as if the models had been made but never properly textured in the first place. Not terrible once I figured out what I was looking at, but this hair turned out far better, and thus itās the one I used in this set of renders.
Improv. Point 3: Her Torso & Body
Nothing too exciting here. We have her torso texture, but as I said, no model. We also have no model or texture for her lower half. I just used a generic NPC lower half texture that matched her skin tone, no bells or whistles, and applied both her torso texture and the generic lower half texture to the generic female NPC upper & lower half models. Since her torso texture is original to her files, Iāve included a full (censored) pic of it applied to the model, below. Please excuse theĀ āproblemā spots indicated by the arrows, just some rendering artifacts, not features lol.Ā
Improv. Point 4: Clothes
Lots of decisions made here on my part, seeing as the only clothing items we have for Eliza are her necklace (model and texture) and boots (just the model).Ā
The necklace went together as expected, though the UV-unwrapping for it is sort of odd. The boots, I found a boot texture in the files that matched the UV-map of her boot model, and I simply applied that.
Her blouse and skirt are entirely NPC-borrowed. We know very little about her, other than her having been a waitress, so I just picked something fairly generic which didnāt clash too much.
Other Notes
I want to get this content out there, but I also want to be super clear on where the canon file content stops and where my stopgap filler measures start; I hope my above explanations have been clear on that front, but if not, I 100% welcome questions. In the spirit of this total clarity, I also want to point out two additional factors at play in the renders youāre seeing.Ā
Subsurface Scattering - To make the character models appear moreĀ āfleshyā and less plastic in the render engine, Iāve gone ahead and applied an effect known as subsurface scattering to them. It helps to make shadows on the skin appear more natural (see āflat-ishā shading on left [no subsurf scattering] vs. shadows on the right [with subsurf scattering]), but it is unfortunately responsible for a fair bit of noise in the renders, as well as the tiniest bit of color shift. Iāve done what I can by simply upping the samples on my renders, the next step is to find a good denoiser that plays nice with Blender.
Lack of Comparison - Obviously when we see the RDR2 character in-game, they are effected by lighting, weather, and a number of factors. But we see them in multiple situations, and we usually see them with other characters. I canāt put Eliza into the game, so I did the next best thing and ripped a model of Arthur, using the same techniques and model/texture handling, so you could at least have a single point of comparison for how the lighting in my render is impacting the models and textures. They look very silly T-posing together, but it is what it is.
Finding Eliza (Pt.2 / ??)
Following up on the models post, here we have a list of all of the textures Iāve found related to Eliza in RDR2ā²s game files. Iāve also included (obviously censored) versions of the textures that I can make sense of; theĀ āwrinklemaskā texture isnāt included here, as it simply consists of a vague, dark dash of pixels, and I have excluded theĀ āmaā andĀ āmbā textures as they are either essentially empty or hard to make sense of. In cases where multiple resolutions of a texture existed, the textures pictured in this post are the highest quality versions of those textures.
cs_eliza_fs1_head_000_c0_000_wrinkle
This is the normal (similar to a bump map) texture for Elizaās face, though not the standard version of it. More or less, a normal texture provides an additional level of fake depth to a model, allowing for little creases, wrinkles, and bumps that canāt reasonably be added to the model itself. This particular normal texture is specifically for when the character is making a scrunched or wrinkled expression, as best as I can tell. Elizaās standard, unscrunched normal face texture isnāt anywhere I can find, nor is her actual color face texture.
cs_eliza_fs1_necklace_000_c0_000_ab (and nm)
These are the color and normal textures for Elizaās necklace. Particularly excited about these, as itās a bit of a two-for-one; we get the actual necklace textures, which are cool enough on their own, but they also seem to include a photo of someone likely important to the character. Itās a small texture and we know so little about Eliza, itās hard to guess who it is, but Iām personally thinking it could be her mom?
cs_eliza_fs1_nude_upper_000_c0_000_ab (and nm)
The color and normal textures for Elizaās upper body, censored here so as to not offend Tumblrās sensibilities. A very exciting find! Obviously it would have been awesome to find Elizaās actual face texture, but at the very least this texture can tell us a little about her looks in terms of her complexion and scars/wear-and-tear (or lack thereof). Files tend to look a bit different than they appear in-game, so as to provide better context, Iāve included an assortment of textures from other characters below:
Not entirely certain how long it will take, but Iām working on taking these textures, as well as the models from the other post and some generic textures/models from the game files, and putting together a sort of hypothetical Eliza model. For her face Iāll be doing a sort of composite of other face textures in the game, trying to get something that feels right with the model. If youāve got suggestions or thoughts, Iād love to hear them. Edit: There are now renders here.
Finding Eliza (Pt.1 / ??)
I wish I could explain quite why Iām so excited about finding Eliza, or any trace of her, in the game files. Sheās such a small note in such a large game, mentioned only briefly in a missable snippet of dialogue, and yet she has captured my attention. When I first set out to pull game models from RDR2, when I first made this blog, I had every intent of doing some neat project with some of the core gang members, and yet... Well, thatās still on the table, but Eliza seems to have stolen the spotlight first.Ā
First, a sampling of models. There are five models for Eliza that Iāve found in the files: her head sculpt, two hairstyles, a necklace, and a pair of boots. With the exception of the necklace, these models are lacking textures, so Iāve simply taken snapshots of all of them in Blender. Back angles arenāt very exciting for these, so I havenāt shown them in this post.
I already have some Eliza-related textures pulled and ready for sharing, but for organizationās sake Iām going to slide those into a second post. Edit: Textures post now here!