Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby punkduck » Mon Aug 28, 2017 9:05 pm

o4saken wrote:Tried to make the hairsyle a little better- smoothed out the pigtails a bit - then added a normal map to give a bit of texture, and it has a black and white image that i used for the factor of a transparent node to make the ends of the ponytail not look so square.
But honestly i would still rather use particle hairs for a better look.


Yepp, particle hair is always better.

But we do not have a lot of polygon hair in MakeHuman. So: combining the transparency map and the jpg in GIMP, using one of the aniso-litspheres and the normal map, you get this in MakeHuman:

pigtails-test.jpg


Your geometry of the hair is nearly perfect, only the hairline in the neck should be lower in my opinion, so I present her in front view ;)

I can do a version with a better diffuse map using images of real blond hair maybe. But the rest is perfect 8-)

Meanwhile I started to love these characters (even that some of them are evil :mrgreen:)
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Aug 30, 2017 8:06 am

So after Punkduck asked about my referencei am using i found one from a slightly different angle and saw that her arm thingys have a lot more detail that what i added... so i then redid them, to be more authentic.. but am leaving the old ones up on this thread as well simply because they exist.
quinnarmupdate.png


i now need to do her leggings - but figured i would do the boots first as the leggins will go under the boots.. but all the images of her in this outfit has the image just showing the most upper part of the leg, and so i am not sure what her shoes would look like... so i will be googeling other references, and i guess in the end its dealers choice.
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Aug 30, 2017 12:31 pm

Ok so i managed to make the boots today as well.. found a toy model that was wearing clothes similar to what i made, the leggings were definately the same and these were the boots she had on ..

Will upload boots tomorrow again... some things i was not happy with, and need to add a few wrinkles

HARLEYBOOTSrender.png
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Re: Normal and Occlusion Maps

Postby punkduck » Wed Aug 30, 2017 7:42 pm

o4saken wrote:Ok so i managed to make the boots today as well.. found a toy model that was wearing clothes similar to what i made, the leggings were definately the same and these were the boots she had on ..

Will upload boots tomorrow again... some things i was not happy with, and need to add a few wrinkles


Great! :D

If I've more success with the strand hair, I will be able to present Harley using my blond character at the weekend. I didn't find a better method than Wolgade has done with his ponytail. The only small "improvement" would be, that I will use 2 (or even 3) patches for the hair. I tried a lot yesterday, using force fields or wind to create something like a ponytail using a torus. I wasn't successful, I've to do it manually like Wolgade, maybe I can mirror the hair patches, thats's all.
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Re: Normal and Occlusion Maps

Postby o4saken » Thu Aug 31, 2017 9:19 am

The Boots.. I made a few adjustments, overall im much happier with the result - few wrinkles (adds to realism) this created by a normal map, and lowered the straps on the foot a bit.

boots.png
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Sep 01, 2017 12:10 pm

Finished the leggings for Harley Quinn today - which makes the character complete.

leggings.png
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Re: Normal and Occlusion Maps

Postby punkduck » Fri Sep 01, 2017 10:28 pm

Hi

So here she is: Dani as cosplay character Harley Quinn.

dani_cosplay_harleyquinn.jpg


She is not finished yet. I've to redo part of my skin texture, because the "old hair" is painted under the strand hair and this has become visible now. Since I've to create an additional version, I also will add the tattoo(s) directly to the skin. The strand hair IS a problem. Reason: by creating children the hair needs big rings for the pigtails otherwise it will not work and the hair simply stays outside of the rings. So it might be, that in this case polygon hair is not the worst idea :?

The assets have a few small problems, but they are brilliant. So "Quinn Beltdiffuse.png" does not work, because a blank in the name is misinterpreted in the .mhmat file. For the boots increase max_pole manually in the .mhclo file to 8 otherwise it will not load.

The rest are my own problems, Dani has bigger cupsizes, so I had to redo the buttons of the bustier (by copying one of the undistorted ones and assigning the right weights). Furthermore her waistline is more female, so I took the .obj file of the belt, resized it a bit and did also assign new weights. If you don't do that you have a lot of different sized bullets :mrgreen:

I will do a few pictures at this weekend. These assets are really cool 8-)
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Re: Normal and Occlusion Maps

Postby o4saken » Sat Sep 02, 2017 5:29 am

punkduck wrote:
The assets have a few small problems, but they are brilliant. So "Quinn Beltdiffuse.png" does not work, because a blank in the name is misinterpreted in the .mhmat file. For the boots increase max_pole manually in the .mhclo file to 8 otherwise it will not load.

The rest are my own problems, Dani has bigger cupsizes, so I had to redo the buttons of the bustier (by copying one of the undistorted ones and assigning the right weights). Furthermore her waistline is more female, so I took the .obj file of the belt, resized it a bit and did also assign new weights. If you don't do that you have a lot of different sized bullets :mrgreen:

I will do a few pictures at this weekend. These assets are really cool 8-)


HI - It looks awesome, thanks for sharing. i will look into fixing these minor issues this coming week, thank you i appreciate the detailed information.
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Re: Normal and Occlusion Maps

Postby punkduck » Sat Sep 02, 2017 6:03 pm

Hi

I combined art of the 90s and your assets with my character (modified version with tattoos, make-up etc.) and wrote some sentences about the location and your assets. It is really interesting how many artists create different outfits for the same character and how many cosplay variations (some of them very professional) are available.

The pictures are presented in "my thread" ;)
http://www.makehumancommunity.org/forum/viewtopic.php?f=2&t=13672&start=197

Do you want to upload the assets in the user contributions? I always try to do it, because a lot of people are not Blender specialists. So I normally use the material editor to get the most out of it in MakeHuman (e.g. with a litsphere you can make a normal map visible). If so, a few tips:

  • Use only lower case letters for the file names, no blanks. For the top e.g. use harley_top1.png (for the diffuse) and harley_top1_nrm.png (for the normals).
  • Use delete groups. If you create all the assets on one human, then copy the delete-groups and lock the copy. (delete_top contains the delete group of the top, delete_pants the panties etc.) If you have to re-created some of the clothes you can copy the groups back to the normal delete group.

If you run out of time, I can do it for you (also with the delete-groups, thumbs etc. ;) ). But when I should do this, I have to asked Joel, if he is able to change it to the real author. Because I already have more than 100 assets here and I will not falsely taking all the credit.

This time it was real funny to make my character a (rather cute) villain, well except for these damn unmanageable strand-hair pigtails :lol:
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Re: Normal and Occlusion Maps

Postby wolgade » Sun Sep 03, 2017 10:47 am

punkduck wrote:The strand hair IS a problem. Reason: by creating children the hair needs big rings for the pigtails otherwise it will not work and the hair simply stays outside of the rings.

That's exactly the problem I faced when I made the ponytail. Meanwhile I progressed a little bit. Basic approach: Use as few as possible hairs for ponytails or pigtails, because you have to manually comb them in a way that they are more or less located at the same place inside the ring. This is acceptable for 50 hairs, but hell for 200 or more.

You can subdivide individual hairs if they refuse to go to the center of the ring.

Use "simple children". Adjust the radius to make the hair stay inside the ring. This doesn't help if you didn't move the individual hairs as close as possible inside the ring.

Now you have your pigtails, but a quite bald head with a few small strands. Use a second particle system to fix this.

This is unfinished business, but I'll post it anyway to show what I'm talking about. I started to create another ponytail with less thickness at the ring. I used 200 hairs to start with, but then deleted all hairs except those on the edge of the scalp.
1.jpg
1b.jpg

Obviously I haven't finished combing, but you might get the idea. Small radius gives less thicknes at the ring, but the head is pretty bald. Let's fix this with another particle system!
2.jpg
2b.jpg

The second particle system uses interpolated children which work well in this case.
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