Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby o4saken » Wed Jan 27, 2016 6:25 am

Ok giving up on this one... its not terrible, but its not fantastic, this is the final result.. attached is the zip file with the Normal and Occlusion textures - the MHmat file however doesnt reference the textures, if you use this you will have to use the material editor and point it to the textures.
Attachments
render.png
ninja_suit.zip
(4.35 MiB) Downloaded 567 times
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Re: Normal and Occlusion Maps

Postby duststorm » Wed Jan 27, 2016 5:23 pm

I think it's great! :)
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Re: Normal and Occlusion Maps

Postby learning » Sat Jan 30, 2016 6:15 am

I've updated the .mhmat file. I've also taken the liberty to make the material not quite so shiny, at least now it looks more like silk than latex. Because the forum won't allow .mhmat files as attachments (kinda stupid, one would think that of all things MH files should be allowed on MH forum), I paste it here as code:

Code: Select all
# MakeHuman Material definition

name material.004Material

// Color shading attributes
diffuseColor  0.64 0.64 0.64
specularColor  0.05 0.05 0.05
shininess 0.1961
opacity 1

// Textures and properties
diffuseTexture difuse.png
normalmapTexture norm.png
normalmapIntensity 1.0
aomapTexture aonew.png
aomapIntensity 1.0

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

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


Would you post this to contrib section as well?
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Re: Normal and Occlusion Maps

Postby o4saken » Sat Jan 30, 2016 7:51 am

learning wrote:I at least now it looks more like silk than latex.?


the reason it came out shiny like that is that i was playing with the glossy shader... it made the normal texture on the fabric around the waist stand out, but the rest went all latex like like you said.
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Re: Normal and Occlusion Maps

Postby loki1950 » Wed Feb 03, 2016 4:55 am

Trying to get the Metal look on the Elf jacket selected all the right vertexes and assigned the material but it renders as the base grey from the main texture any idea on what I did not do ;) I am using anisotropic shader, and cycles render engine.

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Re: Normal and Occlusion Maps

Postby o4saken » Thu Feb 04, 2016 8:13 am

[quote="loki1950"]Trying to get the Metal look on the Elf jacket selected all the right vertexes and assigned the material but it renders as the base grey from the main texture any idea on what I did not do ;) I am using anisotropic shader, and cycles render engine

In edit mode you select the vertices., then go to the materials tab and make a new material. Image texture the one I supplied, into anisotropic for the material surface. Once you have that you must click apply under the material. This will assign the new material to only the selected vertices. Not sure if you clicked apply, but if you don't then it won't change over.

That's all there is to it. . If its still not working on your side then I am confused.
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Re: Normal and Occlusion Maps

Postby loki1950 » Thu Feb 04, 2016 3:30 pm

Thx it was most likely that I did not toggle the apply though the preview does show the metal effect.

Edit:Bingo though it's "Assign" not apply

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Re: Normal and Occlusion Maps

Postby o4saken » Fri Feb 12, 2016 10:19 am

Playing around with GLSL painting.. was trying to make a Space Cadet type clothing.. anyways this is the result so far.. i think i will still put some more detail on it, however it is functioning for now, so i will share it here.

The render was just a quick playing around result, still had the make clothes model with the cubes..
However the model does have the female texture normals i did, which i think looks good esp the chest and collar bones.

EDIT: The MH files were moved to a newer post after my attempt to get rid of the wedgie
Attachments
SpaceCadet.png
Last edited by o4saken on Sun Feb 14, 2016 9:53 am, edited 1 time in total.
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Re: Normal and Occlusion Maps

Postby learning » Fri Feb 12, 2016 12:56 pm

The texture looks great! Maybe you could fix a bit the starship uniforms too?
BTW, how do you get rid of that wedgie type deal?
space_cadet_test.png
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Feb 12, 2016 2:01 pm

learning wrote:The texture looks great! Maybe you could fix a bit the starship uniforms too?
BTW, how do you get rid of that wedgie type deal?
space_cadet_test.png



Thats annoying, its not there in the mesh, even when importing the obj... but convert to clothes and it does that.....
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