blindsaypatten wrote:I downloaded the zip files for the nate hair and nate jacket on page 8 of this thread. What I got was this:
I noticed there were three .tga files in the jacket zip that weren't listed in the mhmat file. I converted the ..._d.tga to a .png file and added a diffuseTexture line to the .mhmat file but it didn't change anything.
Has anyone got those assets working correctly in MakeHuman?
Thanks,
Lindsay
It works. Best way: use Utilities/Material Editor (you have to activate this plugin) and then work with the plugin. Here select natejacket, then select your diffuse map. Set shader to none and check the diffuse box (Shader config). Change diffuse color to 1/1/1 and ambient color. Uncheck backface-culling (also for the hair).
I also created the normal-map (_n.tga) and named the files natejacket.png and natejacket_normals.png.
If you do it, you can use this as your .mhmat file:
- Code: Select all
# Material definition for natejacket
name natejacket
description Natejacket material
ambientColor 0.490196078431 0.490196078431 0.490196078431
diffuseColor 1.0 1.0 1.0
specularColor 0.5 0.5 0.5
shininess 0.1961
emissiveColor 0.0 0.0 0.0
opacity 1.0
translucency 0.0
shadeless False
wireframe False
transparent False
alphaToCoverage True
backfaceCull False
depthless False
castShadows True
receiveShadows True
diffuseTexture natejacket.png
normalmapTexture natejacket_normals.png
normalmapIntensity 1.0
shader shaders/glsl/litsphere
shaderParam litsphereTexture litspheres/lit_leather.png
shaderConfig ambientOcclusion True
shaderConfig normal True
shaderConfig bump False
shaderConfig displacement False
shaderConfig vertexColors False
shaderConfig spec False
shaderConfig transparency True
shaderConfig diffuse True
To see what the diffuse standalone looks like, switch from litsphere shader to none.
If you also want the specular map (*_s.tga) you can load this as an ambient occlusion map. When you check the Shader AO box it becomes very dark on the screen. In Blender this map is used to decide about the glossiness.