Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby learning » Wed Jan 20, 2016 8:48 am

It looks good though. Would you care to post into contrib section? You are very good at this.
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Jan 20, 2016 9:09 am

learning wrote:It looks good though. Would you care to post into contrib section? You are very good at this.



Been working to get this fixed... am liking how it is coming along this is the latest update, although to get a realistic metal, the only way is to go into edit mode in blender and choose the vertices and set material to anisotropic.. think this is as good as i can get it. so will post soon, and then yes move them to the user contribution section.
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difuseneater.png
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Re: Normal and Occlusion Maps

Postby duststorm » Thu Jan 21, 2016 1:58 pm

MTKnife wrote:You can add the normal map line, but it's not going to show up in MH

Since MakeHuman has no proper uber shader yet, you'll have to set one of the shaders that support normal mapping (phong shader does not support it).
The material editor shows you what techniques each shader supports.

But normal mapping is still pretty crude in MH.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Jan 22, 2016 10:47 am

Working on leg armour for the elf cloak

Edit - I have finished this and will upload to the user contributions section soon, the texture has been cleaned up unlike in the example render where the metal looks a bit blotchy.
Attachments
elfp.png
elffullrender.png
Last edited by o4saken on Sat Jan 23, 2016 7:43 am, edited 2 times in total.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Jan 22, 2016 12:51 pm

When i rendered the pants i saw that i didn't plug in the normal map on the anisotropic materials for the example render of the jacket.... so re posting simply to show how it looks with the normal plugged into the metals.
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elfrender2.png
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Re: Normal and Occlusion Maps

Postby o4saken » Sat Jan 23, 2016 7:41 am

Ok so i am done with the Design of the elf legging and the texturing.. now all i need to do is build the MHmat file to include the textures, then will upload to user contributions. The diffuse texture is only for the small fabric sections, then there is an Anisotropic texture that must be used to get a realistic metal looking texture.
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elfpants.zip
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Re: Normal and Occlusion Maps

Postby bigmac » Sat Jan 23, 2016 4:04 pm

I saw you uploaded a new "ELF" today and thought I'd try again. I have attached the results.
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Re: Normal and Occlusion Maps

Postby o4saken » Sun Jan 24, 2016 8:06 am

bigmac wrote:I saw you uploaded a new "ELF" today and thought I'd try again. I have attached the results.


had a look at this and all should be sorted now. Thanks for the screenshot
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Re: Normal and Occlusion Maps

Postby duststorm » Tue Jan 26, 2016 11:32 am

bigmac wrote:I saw you uploaded a new "ELF" today and thought I'd try again. I have attached the results.

"exploded" clothes is a typical sign that you have matched to a wrong basemesh. For example a basemesh that was modified (added or removed vertices), or you did not take care to preserve vertex order while importing the basemesh.
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Re: Normal and Occlusion Maps

Postby o4saken » Tue Jan 26, 2016 1:06 pm

i was working on some sort of ninja/fight suit thing... not sure if i am liking it though.. so not sure if i will be completing this one..
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