Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby punkduck » Mon May 29, 2017 10:06 pm

o4saken wrote:Very nice, the Ivy came out really nice actually, i especially like how the vines look. Well done. The ones where she is in the garden are especially cute.
Oh and you are welcome once again to upload my assets, in this case the flower sword to the user contrib section. Thanks again.


The vines are, believe it or not, the generated parts of the ivy generator. I transformed that to a mesh with a simple rectangular tube, the real form is create by subdivision surface algorithm. Moving all the vertices of the vines to a section in the UV-Map where no leaf is supplied and some other pattern was created was a rather painful thing ...

However today I only uploaded the "civilian version" of my assets (no ivy, no sword, no cosplay special materials yet) to the contrib section. It took me some hours to generate the example pictures etc. so the rest will hopefully follow tomorrow.

For your mechanic arm and hand it is the right way not to use too much rigids, it will e.g. create weird effects especially in the underarm section, because the bone of the default skeleton is split into two parts. Creating one rigid group for each bone of a finger and non-rigids for the spaces inbetween is a bit hard ... but when the mechanic hand enwraps the normal finger it should work and look quite realistic, because also the skin is not totally distorted when you pose your character.

A proxy (the Makehuman one ;) ) is a piece of cloth only using another name ... I've created proxies for my characters. The method to create a proxy is also the makeclothes procedure, at the end you have to rename the files. You will have the same problems with a proxy compared to clothes, e.g. the left, right, mid vertex groups will create weird results in the crotch area, when you pose the character (see harvey_proxy1).
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Re: Normal and Occlusion Maps

Postby blindsaypatten » Tue May 30, 2017 3:33 pm

Would it be possible to scale the mech hand so that it fits the default mesh when generating it as clothes, but then scale the hand and the skeleton back up when you put it back in blender? If so that seems like it might be the simplest approach.
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Re: Normal and Occlusion Maps

Postby punkduck » Tue May 30, 2017 7:38 pm

blindsaypatten wrote:Would it be possible to scale the mech hand so that it fits the default mesh when generating it as clothes, but then scale the hand and the skeleton back up when you put it back in blender? If so that seems like it might be the simplest approach.


It should work. When you scale down the bones after importing the character into blender the vertices belonging to the bones will also scale down. You can shrink the whole character e.g. 10:1 when you exported the wrong size. I've to do it when I tried the fashion render with my "standard exports". It is the same principle. Btw.: strand hair is doing weird things sometimes when you scale down a character ... my Leska deformed into a Yeti :lol:
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Re: Normal and Occlusion Maps

Postby punkduck » Tue May 30, 2017 8:01 pm

o4saken wrote:Oh and you are welcome once again to upload my assets, in this case the flower sword to the user contrib section. Thanks again.


I have completed the upload today. I wasn't aware of the 50mb diffuse texture of the sword. I could not stop the upload and hoped it would stopped itself at 30mb but it goes on an on until it reached the complete size. Then you got the message that the texture is too big. I hope there is a real limit on the server, otherwise this is more or less some security issue ... try to upload half of the internet in one file :?.

Nevertheless I saved the file again (GIMP compresses png) and now it is approx. 2 mb and works. I hope I did not forget a material so that now everyone is able to generate his/her own character.

I added the following picture as a manual to the materials for all people who want to combine the assets like I did:
http://www.makehumancommunity.org/sites/default/files/clothes/1665/982822005/poison-ivy-cosplay-character.jpg

It is the same way Grinsegold has done with his Vader character. When you download all parts, the character is perfect. So thanx again for the flower sword. Tomorrow I will look what I have to do to generate this "kill bill lady" ...
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Re: Normal and Occlusion Maps

Postby o4saken » Wed May 31, 2017 6:29 am

punkduck wrote:I have completed the upload today. I wasn't aware of the 50mb diffuse texture of the sword. ...


OMG - i was also not aware of the size of that either, that was texture painted in blender and saved from there and i didn't think to check. Lesson learnt.
Once again thanks for the upload.
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Re: Normal and Occlusion Maps

Postby o4saken » Wed May 31, 2017 8:54 am

roses.png


Decided to take the flowers from the Poision Ivy weapon i did and make a bunch of roses as presents for the ladies :)
Anyways think i am done with Props for now, started doing them as there arent many in the contributions, probably because they would be very specific to a scene one was doing. where as clothing is something you would use more often, thus making them more popular i guess.
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Re: Normal and Occlusion Maps

Postby o4saken » Thu Jun 01, 2017 9:38 am

This is well - a mess - but an interesting mess, this is a result of taking a plane, pinning above the head and just using the cloth modifier in blender to drop over the human with collision set.. i think its quite a glorious drop - one of the best i have ever achieved with the modifier. yes it has issues, but some work to clean it up and it could be amazing.
render.png
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Re: Normal and Occlusion Maps

Postby blindsaypatten » Fri Jun 02, 2017 9:44 pm

o4saken wrote:This is well - a mess - but an interesting mess, this is a result of taking a plane, pinning above the head and just using the cloth modifier in blender to drop over the human with collision set.. i think its quite a glorious drop - one of the best i have ever achieved with the modifier. yes it has issues, but some work to clean it up and it could be amazing.
render.png


I'm really curious what the original configuration was before the simulation, can you render and post it?
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Re: Normal and Occlusion Maps

Postby punkduck » Sat Jun 03, 2017 7:41 pm

o4saken wrote:
The attachment roses.png is no longer available


Decided to take the flowers from the Poision Ivy weapon i did and make a bunch of roses as presents for the ladies :)
Anyways think i am done with Props for now, started doing them as there arent many in the contributions, probably because they would be very specific to a scene one was doing. where as clothing is something you would use more often, thus making them more popular i guess.


Before my girls will get flowers they should do another job, e.g. Dani being Beatrix Kiddo ...

The assets for the scene are still under construction. this is the reason I only presented them in Makehuman today. Uma Thurman, the actress playing the role of Beatrix Kiddo in "Kill Bill", is wearing a yellow motorbike suit with sport shoes made for martial arts (you can still buy these shoes btw.). In other scenes she is wearing sth. like a trainings suit. But I prefer the motorbike suit. So I first do a black one, which should fit to Mindfront's biker boots. For the boots I guess I've to change part of the topology, because even the visible parts of the tights will not fit into the boots.

The yellow version of the suit will be a special material as always. I will do normalmaps too and change a pair of my sport shoes to fit to the suit. I like the sword of O4saken, but when you look at the kill bill poster I should do a classic one also. For the result I will need a few days ...

beatrixkiddo_construction.jpg


Did anyone render a motorbike? I'm too lazy to create one :(
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Re: Normal and Occlusion Maps

Postby o4saken » Mon Jun 05, 2017 6:06 am

punkduck wrote:
The yellow version of the suit will be a special material as always. I will do normalmaps too and change a pair of my sport shoes to fit to the suit. I like the sword of O4saken, but when you look at the kill bill poster I should do a classic one also. For the result I will need a few days ...

beatrixkiddo_construction.jpg


Did anyone render a motorbike? I'm too lazy to create one :(


Wow those are looking truly amazing. Great work as always!
And yes definately need a Hattori Hanszo sword :)
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