Normal and Occlusion Maps

Works in progress and technical screen shots.

Moderator: joepal

Re: Normal and Occlusion Maps

Postby o4saken » Mon Mar 06, 2017 9:14 am

Hair attempt...
Has some issues, also i imagine that one is supposed to weight paint it... i have never done hair so i don't know exactly how.
Again the texture will not be working as i have said before i would normally go into MH and apply the texture there and then resave, but MH is not working on my work computer. I dont know what i am doing wrong in blender as the textures are all assigned, but once i export the clothes it says the images cant be found..

hair1.png


hair.png
Attachments
hair.zip
(3.62 MiB) Downloaded 513 times
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby joepal » Mon Mar 06, 2017 9:38 am

This is how your .mhmat files look now (it's just a plain text file) :

Code: Select all
# MakeHuman Material definition

name 25_hair_1_0_0Material

// Color shading attributes
diffuseColor  0.4273 0.5864 0.7742
specularColor  0 0 0
shininess 0.1961
opacity 0

// Textures and properties
diffuseTexture
diffuseTexture
bumpTexture
specularTexture

// Shader programme
shader data/shaders/glsl/phong

// Configure built-in shader defines
shaderConfig diffuse true
shaderConfig bump true
shaderConfig normal  false
shaderConfig displacement  false
shaderConfig spec  true
shaderConfig vertexColors false


As you can see, for some reason the texture settings are assigned with an empty string. Why this happens I don't know, maybe you are running makeclothes in cycles mode?

A fixed mhmat file should look like this:

Code: Select all
# MakeHuman Material definition

name 25_hair_1_0_0Material

// Color shading attributes
diffuseColor  0.4273 0.5864 0.7742
specularColor  0 0 0
shininess 0.1961
opacity 0

// Textures and properties
diffuseTexture hair_d.png
normalmapTexture hair_n.png
specularmapTexture hair_s.png

// Shader programme
shader data/shaders/glsl/phong

// Configure built-in shader defines
shaderConfig diffuse true
shaderConfig bump true
shaderConfig normal  false
shaderConfig displacement  false
shaderConfig spec  true
shaderConfig vertexColors false


Couldn't figure out whar hair_l.png was for, so didn't add it.

hair.png
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4474
Joined: Wed Jun 04, 2008 11:20 am

Re: Normal and Occlusion Maps

Postby o4saken » Mon Mar 06, 2017 9:44 am

joepal wrote:
Couldn't figure out whar hair_l.png was for, so didn't add it.



Ambient Occlusion. - the textures i assume are from a xenalara model hence their names i.e d, l, s, n. i found them online.

What i dont under stand is why it looks so sparse now in MH?
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby o4saken » Mon Mar 06, 2017 11:53 am

OK so this hair is ripped from Junkymana's Uncharted model. please see the cargo pants i uploaded for link to the original model.
Also note that Jankymana says feel free to use his models for anything, but to please credit.

natehair.png
Attachments
nate.002.zip
(2.18 MiB) Downloaded 462 times
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby o4saken » Mon Mar 06, 2017 12:03 pm

Also a rip from Jankymana uncharted model

jacket.png


EDIT - I HAVE FIXED THE HOLES IN JACKET
Attachments
natejacketfixed.zip
(13.58 MiB) Downloaded 663 times
Last edited by o4saken on Tue Mar 07, 2017 8:37 am, edited 2 times in total.
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby o4saken » Mon Mar 06, 2017 1:58 pm

last rip for the day, this comes from a Wolverine xenalara model.
This one the creator said you dont have to credit and can use for anything.

shirt.png
Attachments
shirt.zip
(3.66 MiB) Downloaded 476 times
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby CallHarvey3d » Mon Mar 06, 2017 3:39 pm

hey thanks for sharing! im haveing the same issue with the zips "hair" and "natejacket" unexpected end of archive. is it on my end?
CallHarvey3d
 
Posts: 247
Joined: Wed Mar 09, 2016 3:33 pm

Re: Normal and Occlusion Maps

Postby CallHarvey3d » Mon Mar 06, 2017 3:43 pm

so i figured it out. if i just click the link it downloads automatically just fine. if i right click and save file as (which i typically do so i can send it to a specific folder) i sometimes have this error. seems as though its working fine when i just click though
CallHarvey3d
 
Posts: 247
Joined: Wed Mar 09, 2016 3:33 pm

Re: Normal and Occlusion Maps

Postby joepal » Mon Mar 06, 2017 4:05 pm

No, there's a problem with packet loss on my office's network. I'm in contact with the ISP to solve this. It is entirely possible this is what caused your error.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4474
Joined: Wed Jun 04, 2008 11:20 am

Re: Normal and Occlusion Maps

Postby o4saken » Tue Mar 07, 2017 8:38 am

Just letting everyone know that the nate jacket has been fixed, all the holes are closed
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

PreviousNext

Return to WIP (Work In Progress)

Who is online

Users browsing this forum: No registered users and 1 guest

cron