Normal and Occlusion Maps

Works in progress and technical screen shots.

Moderator: joepal

Normal and Occlusion Maps

Postby o4saken » Sun Jan 10, 2016 9:45 am

I decided that i want to learn to make normal maps, experiment arround with different methods, and see what i get. Hopefully in the end to be able to make some awesome assets.

Anyhow, first attempt was my more detailed male model skin texture, and then i decided to try it out on the elegant male suit.

I am posting this as work in progress as i will be adding more as i go along.


Here is the normal map/ occlusion map for the suit for anyone who is interested, as well as render examples with and without it. I set the normal map to strength 1.5, which is a bit strong but i wanted to see the difference.
Attachments
male_elegantsuit01_diffuse_occlusion.png
male_elegantsuit01_diffuse_normasls.png
suits1.png
without the normals
suits.png
With normal map
suit1.png
suit without normal map
suit.png
suit with normal map
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby duststorm » Sun Jan 10, 2016 10:54 am

Nice :)

If I remember correctly, those MH assets also already include AO and normal maps of their own, though I can't remember how they looked.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Normal and Occlusion Maps

Postby o4saken » Sun Jan 10, 2016 12:03 pm

duststorm wrote:Nice :)

If I remember correctly, those MH assets also already include AO and normal maps of their own, though I can't remember how they looked.



When i used the shorts it exported a normal map which was fantastic, but when i chose the suit for a design i was working on it only came with the difuse, thus i created my own. not sure if there is one, but i assume it would have exported were there one.
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby duststorm » Sun Jan 10, 2016 12:24 pm

There are AO maps for the suits: http://download.tuxfamily.org/makehuman ... t01_ao.png
Why they are not exported, no idea. The AO map is declared in the mhmat file as far as I can see.

EDIT: My bad, that was the casual suit ...
Indeed, elegant suit has no AO map: http://download.tuxfamily.org/makehuman ... antsuit01/
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Normal and Occlusion Maps

Postby o4saken » Mon Jan 11, 2016 1:25 pm

My first attempt at makeclothes, thus i went with a simple t shirt.


I am not sure if the texture actually exported, thus i have included it in the zip folder along with a Normal and AO map.

Posting it here and not under user contributions as its nothing special and i plan on creating better stuff that i will upload to there.


CLOTHES HAVE BEEN MOVED TO USER CONTRIBUTIONS
Attachments
shirtrender.png
Last edited by o4saken on Thu Jan 21, 2016 6:27 am, edited 1 time in total.
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby duststorm » Mon Jan 11, 2016 4:37 pm

Indeed the material file does not reference the textures.
A quick tip: if you enable the material editor plugin in makehuman, and restart, you can modify the material from there.

To fix the material, add the following lines at the bottom (to the .mhmat file):
Code: Select all
diffuseTexture shirt.png
normalmapTexture shirtnormal.png
aomapTexture shirtAO.png
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Normal and Occlusion Maps

Postby o4saken » Tue Jan 12, 2016 6:05 am

Hmm that is what i thought, but i dont understand why as i had it all set up prior to clicking makeclothes button. not sure what i am doing wrong then.
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby o4saken » Tue Jan 12, 2016 2:16 pm

OK i need help, i am trying to make a jacket, but when i try to makeclothes it says that it cant as i have both tris and quads... Now i know you cant use tris which is why i was carefull not to get any.. i have rechecked and there really arent any.. its all squares, so why am i getting this error?
o4saken
 
Posts: 310
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby joepal » Tue Jan 12, 2016 2:28 pm

Are you sure you don't have a surface with more than four edges?

I didn't try (I'm at the office), but there seems to be a key combo for selecting all quad faces. If you do that and invert, is anything selected?

Really old docs though (scroll down to "face types") :

http://wiki.blender.org/index.php/Doc:2 ... ting/Faces
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 4465
Joined: Wed Jun 04, 2008 11:20 am

Re: Normal and Occlusion Maps

Postby learning » Tue Jan 12, 2016 3:10 pm

I usually use http://wiki.blender.org/index.php/Exten ... g/MeshLint for this. It can find both tris and ngons as well as other mesh irregularities that are probably not so relevant to MH but still are worth knowing of.
learning
 
Posts: 317
Joined: Mon Feb 24, 2014 9:36 am

Next

Return to WIP (Work In Progress)

Who is online

Users browsing this forum: No registered users and 1 guest