Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby MTKnife » Thu Aug 24, 2017 8:42 pm

While on vacation, I've been going through the assets in this thread and making them more MH-friendly--I'm correcting the MHMAT files, folding transparent textures into the alpha channels of the diffuse textures, changing the names into something a little more descriptive (the name displayed in the "Clothes" tab is the filename of the MHCLO, though the name displayed in the material editor is the name listed in the MHCLO file--sloppy :P), and so on. I wouldn't presume to post them to the assets section for o4saken, and it might be a little much to email, but maybe there's somewhere else I could upload them?
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Re: Normal and Occlusion Maps

Postby MTKnife » Thu Aug 24, 2017 8:47 pm

Oh, I should mention the thing that was giving me the most fits....The assets were all very shiny, so (except in cases where that should have been the case) I turned the specular color down to 0.1/0.1/0.1 and set shininess to 0.03.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Aug 25, 2017 6:11 am

MTKnife wrote:While on vacation, I've been going through the assets in this thread and making them more MH-friendly--I'm correcting the MHMAT files, folding transparent textures into the alpha channels of the diffuse textures, changing the names into something a little more descriptive (the name displayed in the "Clothes" tab is the filename of the MHCLO, though the name displayed in the material editor is the name listed in the MHCLO file--sloppy :P), and so on. I wouldn't presume to post them to the assets section for o4saken, and it might be a little much to email, but maybe there's somewhere else I could upload them?

Oh, I should mention the thing that was giving me the most fits....The assets were all very shiny, so (except in cases where that should have been the case) I turned the specular color down to 0.1/0.1/0.1 and set shininess to 0.03.


Wow ok thanks, yes there were a lot of issues with the earlier assets - these newer ones i am quite sure the textures are referenced correctly in the MHCLO. that said though i suck at blender internal - as a result i work with the clothes in cycles, once i am done i then switch to Internal, and simply point it to the textures to make the clothes - this is probably where the shiny comes from because yes in cycles it looks like my example renders, but in Internal it looks like plastic and i dont know where the settings are to make it softer.

OH - The fixed ones, i dont mind if you did upload them to the assets, this would help me a lot, otherwise perhaps upload them here, and i will go back through the POSTS and delete the corresponding older versions.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Aug 25, 2017 10:18 am

:) I found the glossy in Internal - its called specular.

Anyways so more updates on Harley - decided to add shoulder pad type things. this because the reference image that i am using has her wearing a small cape like thing which comes up on her shoulders - which i just think is silly because she doesnt wear a cape - but without something on the top of her shoulder it feels as something is missing, not that it doesnt work without it, but i suppose from looking at the reference image all this time and then at mine, mine just felt lacking.
Well anyway more assets are better than fewer, then in the end one can simply mix and match and decide what you like.

shoulder2.PNG
shoulder2.PNG (110.46 KiB) Viewed 29069 times

shoulder1.PNG
shoulder1.PNG (80.24 KiB) Viewed 29069 times

quinnupdate.png
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shoulder_pads.zip
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Aug 25, 2017 1:48 pm

Did some work on hair see later post
Last edited by o4saken on Mon Aug 28, 2017 9:40 am, edited 1 time in total.
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Re: Normal and Occlusion Maps

Postby MTKnife » Fri Aug 25, 2017 11:29 pm

o4saken wrote::) I found the glossy in Internal - its called specular.


For most cloth, 0.1/0.1/0.1 works well for specular (the default is 0.5/0.5/0.5, which is very high). You also want to take note of the "shininess" setting, which default to a hair under 0.2--I like to use about .03 for most things.
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Re: Normal and Occlusion Maps

Postby punkduck » Sat Aug 26, 2017 9:24 pm

o4saken wrote:this because the reference image that i am using has her wearing a small cape like thing which comes up on her shoulders ...


Hmmm, I googled a lot yesterday. Most times she is wearing this "daddy's lil monster" t-shirts. I found a few bustiers/corsets similar to yours, but nothing like your reference. Maybe a bit like the comicvine.gamespot drawings.
And I found a few similar ones from the cosplay scene. Is it possible to get an information about your reference picture (maybe via PM?).
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Re: Normal and Occlusion Maps

Postby MTKnife » Sat Aug 26, 2017 10:27 pm

Here are MH-friendly versions of the steampunk jacket and the Superman t-shirt--since these are in the repository already, I'd rather not post them and cause confusion. The only real changes are to the MHMAT's--the adjustments to specular color and shininess shouldn't affect the use of these assets in Blender, but they'll look better in MH (aside from the fact that the normal textures won't display, of course). I've also changed asset names and filenames, to make them display a little bit more nicely in lists, and I've added thumbnails.
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Superman_Tshirt.zip
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Steampunk_Goth_Jacket.zip
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Re: Normal and Occlusion Maps

Postby o4saken » Mon Aug 28, 2017 9:43 am

Tried to make the hairsyle a little better- smoothed out the pigtails a bit - then added a normal map to give a bit of texture, and it has a black and white image that i used for the factor of a transparent node to make the ends of the ponytail not look so square.
But honestly i would still rather use particle hairs for a better look.
Pigtailsrenders.png
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pigtails.zip
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Last edited by o4saken on Mon Aug 28, 2017 1:22 pm, edited 1 time in total.
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Re: Normal and Occlusion Maps

Postby o4saken » Mon Aug 28, 2017 12:38 pm

Finished her shorts today - now i need to do her leggings and then finally her boots.
quinnpantsrender.png
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