Annotated skin

Works in progress and technical screen shots.

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Annotated skin

Postby joepal » Fri Aug 07, 2015 6:07 pm

In anticipation of a skin repo: Working on an instructional skin with annotations, for demonstrating where seams are and where they tie together.

annotated-render.png


Full skin image so far:

AnnotatedSkin.png
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Re: Annotated skin

Postby wolgade » Sun Aug 09, 2015 8:33 am

Good idea. And one of those ideas, where you ask yourself: Why hasn't this been done before? I did a lot of skin texture experiments in the past and I always had to create some kind of temporary helper texture. It never came to my mind to do this permanently and in a systematic way.

My idea for improvement:
Instead of publishing a single PNG use something that supports layers (GIMP?). This way annotations could be switched on and of and we could have something like a right-hand-details layer with highlighted borders of fingernails. Users could contribute to your work in a nondestructive way by providing a new layer they consider useful.
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Re: Annotated skin

Postby wolgade » Sun Aug 09, 2015 10:18 am

Just to illustrate my idea: R_fingernails
r_fingernails.png

Unfortunately this forum doesn't support PNG transparency. The white area is transparent.
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Re: Annotated skin

Postby joepal » Sun Aug 09, 2015 12:51 pm

Good idea.

I actually have a gimp file with the text as separate layer(s).
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Re: Annotated skin

Postby joepal » Sun Aug 09, 2015 12:56 pm

Looking at last post in this thread http://www.elysiun.com/forum/showthread ... ge-texture it looks as if it might be possible to do texture paint in blender without having to export from gimp first. Seems a bit cumbersome though.

Pity blender doesn't support xcf.
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Re: Annotated skin

Postby brkurt » Sun Aug 09, 2015 2:38 pm

joepal wrote:Looking at last post in this thread http://www.elysiun.com/forum/showthread ... ge-texture it looks as if it might be possible to do texture paint in blender without having to export from gimp first. Seems a bit cumbersome though.

Pity blender doesn't support xcf.


I would suggest doing the texture painting with a vector graphics application, rather than a raster graphics one like GIMP. Any changes to the UVMap or even the mesh can be handled more simply, as the vectors are infinitely correctable. :)

Another good idea would be to have all the mesh seams marked for Blender during the export to Blender. Perhaps this is more of an mhx2 solution?
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Re: Annotated skin

Postby joepal » Sun Aug 09, 2015 3:22 pm

brkurt wrote:I would suggest doing the texture painting with a vector graphics application, rather than a raster graphics one like GIMP. Any changes to the UVMap or even the mesh can be handled more simply, as the vectors are infinitely correctable. :)


Unfortunately, blender does not seem to support vector images as textures. I'm not painting the textures in gimp, I'm painting them in blender and then I add labels in gimp.

Right now, I'm not entirely clear on how a conversion from texture paint in blender to vector-based format would happen. I guess one could edge trace in inkscape, but that seems a bit cumbersome.
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Re: Annotated skin

Postby joepal » Sun Aug 09, 2015 3:29 pm

Anyway, improved version and XCF file. I've separated the labels into layers, but I'm leaving the separation of body parts for now. It is a good idea, but a bit overkill for this particular demo texture. It would fit better as a separate project.

AnnotatedSkin.png


AnnotatedSkin.xcf
Gimp file with labels on separate layers.
(3.51 MiB) Downloaded 526 times
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Re: Annotated skin

Postby joepal » Fri Aug 14, 2015 4:23 pm

Final version:

AnnotatedSkin.png


I've created a skin repo at http://www.makehumancommunity.org/skins.html too, you can find xcf, mhmat and thumb files there.
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Re: Annotated skin

Postby gquentin » Tue Jun 07, 2016 11:10 am

Hi,

is there a way to create easily a texture skin from a face picture (front/back/left/right)? I mean, is there a tool to transform a face picture into this texture skin (face part)?

Regards,

Gaetan.
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