Okay, before we launch into photomographical evidence of the new cosmetic resource, I want to share a couple of other screens.
First, just for you, David, and your quest for "funny stuff":
This is what happens when you shoot a raider in the back of the head with a 50BMG. Those are eyeballs, and a row of teeth.
I never knew the gore system in FO3 was that detailed. Still, it got a good laugh out of me when I was looting the headless corpse, and saw that the eyes had ended up intact in the fountain.
Second, from the NosCo Vault 1 Remodel, this is a section of the tunnel that leads direct to the player's bedroom.
Now, those out of the way, let's move on to the cosmetic resource.
You saw the GECK shots earlier, but here are the ones from in-game.
'Standard' red eyes.
'Standard' white eyes.
'Standard' green eyes.
'Standard' gold eyes.
'Demonic' red eyes.
'Demonic' white eyes.
'Demonic' green eyes.
'Demonic' gold eyes.
And lastly, a Herculine special request, what I call the 'inverted' eyes. Solid black, with a glowing pupil. This is the test one; with a white glow. Needless to say, the texture needs a bit of optimization. I need to "round" the pupil a bit more and such - the test texture is just a flood fill of the normal pupil. Certainly is disconcerting, though. I think it'll be worth the trouble to play with a bit.
And since I took some more while getting the second draft of those gold eyes, have a compilation and some other shots of the NPCs:
I'm waffling a bit again. On the whole I like it... but I wonder if the gold eyes aren't a bit too bright. They seem to be overpowering the texture and flaring over the top of the details; and the 'normal' eyes' glowmap might need an adjustment. Seems to have some spillover... not positive whether that's actually in the game, or just an artifact of the screenshot taking process. I'll have to get close in-game and look.