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Re: General call for collaboration on "Diver"

PostPosted: Wed Dec 20, 2017 1:03 pm
by punkduck
grinsegold wrote:
http://www.makehumancommunity.org/clothes/diver_01_suit_beta_19122017.html
http://www.makehumancommunity.org/clothes/diver_01_scuba_rig_beta_19122017.html

I'm quite happy with the deformation of the hoses, but the mask moves when in a pose, and the flippers need weight painting. The lead-belt is terrible. I would do a new one if i needed a diver. The harness plate sinks into the body because it is a rigid item. I plan to add the tags "Sport" and "Unsorted" if i don't forget. I'm busy atm...

But happy whatever to you all!


Yupp you are right. I used both, my freestyle and the snorkel-diver pose. I also have seen the problems. Mask, mouth piece and diving cylinder must be on different rigid groups, I guess. The hoses are the only parts to be "flexible".

I simply changed material shader to none, disabled backface culling and added my wetsuit to do a quick picture in MakeHuman.

And yes, I know, it is impossible to dive with these swim suits (the reason for the name of the picture), but that's what it looks like on Evi

impossible_combination.jpg


The material for the diver suit will be created with a similar method like I've done it for the wetsuit.

Re: General call for collaboration on "Diver"

PostPosted: Wed Dec 20, 2017 3:52 pm
by grinsegold
Yet another iteration. We're getting there...

Now the hoses are crappy, but other than applying 200 vertex groups, one for each ring segment,, i don't see a way to prevent it. Easier would be to make new ones quickly in blender.

http://www.makehumancommunity.org/clothes/diver_01_suit_beta_20122017.html
http://www.makehumancommunity.org/clothes/diver_01_scuba_rig_beta_20122017.html

Jujube's "antibase-fixed" target is useful. The mouthpiece distorts when the gender slider is touched, but i get it round again with the mouth-sliders.

Diver201217.png

Re: General call for collaboration on "Diver"

PostPosted: Thu Dec 21, 2017 9:01 pm
by punkduck
Hi

I could also write a PM but as far as I know I can only upload small images ... and why not showing a bit of texturing techniques I'm using. I know, you are the one with more experience in Blender, but the comments are also made for people with less knowledge, so don't be annoyed :? .

So after being sober again :lol: , I did a 4 hour session in GIMP. I started by loading the .obj file of the suit into Blender to get the UV map (which has changed in between).

Before I start with some proposals, here is what it looks like using your UV-map and my texture in MH. Until now I still leave out the yellow stripes of the Cousteau suit, but I guess it is not a bad idea to supply one without stripes as well. I marked a few things I hope we can change. Only number 4 has to do with UV-mapping, so in my opinion only smaller changes have to be done for the UV-map:

firstattempt.jpg


First my proposals for the geometry ...

  1. you should move the diving mask a bit to the front (or make it "longer") ... not much, but for all my characters part of the forehead is visible in front
  2. the strap of the mask should be put upward or to the outside near the ears.
  3. Part of the strap of the diving bottle disappears in the shoulder region

UV-mapping: I tried to create a weight belt with a kind of stiffening (two rings which should be made visible with a normal map later). But unfortunately in the front region I have no chance to do it, because of the UVs. The reason is, that the seam is not complete, so two of the 3 meshes marked below are created in a deformed manner.

Best way to fix this is to hide the buckle and mark the whole loop as described in the following picture ... then pin all UVs except the deformed ones and unwrap again, then resize the newly unwrapped parts.

smallproblems.jpg


In the small images no. 3 and 4 I described a method, how I normally create belts. In your case I hided all parts except of the weight belt, then I put them in a row, selected the vertical "loops" with (Shift-) ALT RMB and press s x 0 to get the same x value. You can do it for the y direction also ... but in this case it isn't necessary. At the end I put all the elements to the same position using g y (so no accidentally movement in x direction).

I can do it, if you upload the latest .blend file, I guess. Or you can do the changes, because I fear, that a synchronization isn't simple.

Just three additional remarks:

At the moment the delete-group of the suit only deletes the upper part of the body ...

The buckles (or whatever you call them) of the fins need extra geometry otherwise they will be completely oval in the end. If you add geometry please unpin the buckles in the UV map before.

The mouth-piece resizes weird. For my male character I got an oval, where the vertical diameter is bigger than the horizontal one and for my girls it is just the opposite. I'm just interrested ... where did you put the three vertices? I guess both mouth corners .. but the third one?

Enough MH and Blender for today ... ;)

Re: General call for collaboration on "Diver"

PostPosted: Fri Dec 22, 2017 4:25 am
by grinsegold
punkduck wrote:
The attachment firstattempt.jpg is no longer available


Very nice! To answer your question: i assigned a vertical row for the mouthpiece, on the mid-line. In the new version i attached it to the chin bone directly. Works good. Also made completely new unwrap and texture helper. Every item that could get unwrapped by following active quads is straight now. Texture space usage enhanced.
I tried to process your wishlist. I took the chance and deleted some extra geometry. The weight belt now has a group for each weight. Not that it helped much :( Rigid is something different.
Delete-group now only allows hands and face. As for the buckle of the flippers they are more tin-like now i hope. But still very simple, no solidity.

http://www.makehumancommunity.org/clothes/diver_01_scuba_rig_beta_2212201704.html
http://www.makehumancommunity.org/clothes/diver_01_suit_beta_2212201704.html

And here's the blend:

http://www.makehumancommunity.org/content/makecloth_diver_raw_version_2212201704.html

Diver.png

Re: General call for collaboration on "Diver"

PostPosted: Fri Dec 22, 2017 4:58 pm
by punkduck
grinsegold wrote:Very nice! To answer your question: i assigned a vertical row for the mouthpiece, on the mid-line. In the new version i attached it to the chin bone directly. Works good. Also made completely new unwrap and texture helper. Every item that could get unwrapped by following active quads is straight now. Texture space usage enhanced.
I tried to process your wishlist. I took the chance and deleted some extra geometry. The weight belt now has a group for each weight. Not that it helped much :( Rigid is something different.
Delete-group now only allows hands and face. As for the buckle of the flippers they are more tin-like now i hope. But still very simple, no solidity.



Okay I've redone the texture of the suit as well ... hopefully you will not change it again, because I will now do the normal-map and the additional texture with stripes using this layout ...

Considering the geometry: For the weights there is not a big chance to do that better. The only thing you can do is to arrange the weights symmetrically and assign the rigids in the same manner. It might look a bit better, but I'm not sure.

In my case the mouthpiece now always intersects the mask. I've had an idea and have done a solution, which you can append and use in your blend file, if you want to. I renamed one of your Humans as "Human_for_rig" and also renamed the rigid groups for the rig as well, then I added 4 additional ones for in- and exhale hoses (front, back). After that I tried to do the rigid groups by using common vertices in the hope that it will work like "the end point of one part is the beginning of the next one". I added a few loops of the hoses to the bottle and some to the mouthpiece. So at least in my case it seems to work much better ... event though it is not a 100% especially when you turn the head. If you use standard left and right vertex groups, then even the shoulder is influencing the hoses I guess. Of course you are right, in "normal Blender life" you will create two curves, connect them to mouthpiece and bottle using a few empties ...

I've thrown out nearly everything not needed to keep the file short. Edit: I have uploaded a new version, see below.

Now I will continue with the textures ...

Re: General call for collaboration on "Diver"

PostPosted: Fri Dec 22, 2017 6:25 pm
by grinsegold
punkduck wrote:Okay I've redone the texture of the suit as well ... hopefully you will not change it again, because I will now do the normal-map and the additional texture with stripes using this layout ...


:oops: promised. It's all yours now.

Good job so far!

Edit: i noticed that makehuman don't seem to like long names with more than one space. I had to assign the texture manually until i changed the spaces to underscores. Now everything's fine.

Re: General call for collaboration on "Diver"

PostPosted: Fri Dec 22, 2017 8:02 pm
by punkduck
grinsegold wrote:
:oops: promised. It's all yours now.

Good job so far!

Edit: i noticed that makehuman don't seem to like long names with more than one space. I had to assign the texture manually until i changed the spaces to underscores. Now everything's fine.


No problem. Most of the parts of the texture I could reuse.

I'm working with a MAC, but I'm one of these Unix guys normally working with a shell. So no problem for me to change a name or an ASCII file. I made a first picture of the black edition directly in MH. The suit uses a normal-map, I took the "lit_refl_sharp_aniso_hard.png" to make it visible in MakeHuman. And I used the rigid-group setup for the rig of the .blend file above. I hope you like it.

blackdiversuit.jpg


I will now start with the second texture, the Cousteau version. Not a big difference ... but it is important for me, it reminds me to my childhood when I watched him and his team in TV, seems to be a million years ago.

If you like it so far, I will upload this to the materials, then you can use it with your own CC-BY and add it directly to your suit. I will then later replace my version with the Cousteau suit. I also should do a new diver pose without the head tilted backwards (because it deforms the bottle even with rigid groups ... ).

Re: General call for collaboration on "Diver"

PostPosted: Fri Dec 22, 2017 8:46 pm
by grinsegold
punkduck wrote:I hope you like it.

If you like it so far, I will upload this to the materials, then you can use it with your own CC-BY and add it directly to your suit. I will then later replace my version with the Cousteau suit. I also should do a new diver pose without the head tilted backwards (because it deforms the bottle even with rigid groups ... ).


Oh, no, it's yours now. I already updated mine with your enhancements, but i look foreward to download your coming diver set from the asset shelf. No need to mention me, nor to keep the copyright. I'm glad someone brings it to an end. I will delete the beta as soon as you come up with the real thing. Yeah, Diver !!! Great!

untitled.png


http://www.makehumancommunity.org/forum/download/file.php?id=5867&mode=view

Re: General call for collaboration on "Diver"

PostPosted: Sat Dec 23, 2017 4:37 pm
by punkduck
grinsegold wrote:
Oh, no, it's yours now. I already updated mine with your enhancements, but i look foreward to download your coming diver set from the asset shelf. No need to mention me, nor to keep the copyright. I'm glad someone brings it to an end. I will delete the beta as soon as you come up with the real thing. Yeah, Diver !!! Great!



First: Cool picture!!! The pattern of the suit is like the wallpaper of my kid's room in the seventies. No wonder, that I became a weirdo ... :mrgreen:

For the set: hmm, I didn't do much ... I was only creating a few textures, you did the work creating the geometry. But okay, I will do it. I will create example pictures + new thumbs. Since I had no knowledge about diving, I had to figure out how these twin-hose regulators are working. I also did 3 modifications to the rig again (sorry ...), that's the reason that I again upload the zip file.

  • I put some loops of the strap of the mask on the rigid group, because when you look at the last picture above, the strap is outside of the mask. Furthermore I changed the faces, so that the strap now is more smooth.
  • Some faces of the rubber of the mask were intersecting the front just above the nose. I got aware of this, when I created the silver-like ring. I fixed it.
  • I enlarged the ring holding the bottle ... (I searched for pictures, but when there is only one ring, I always got a bigger version).

So here is an example out of MH of the second suit texture and the texture for the rig etc. Since I'm not allowed to use the vintage logo of the vendor "la spirotechnique" on the suit for copyright reasons, I changed it a bit. At least it stays French .... :lol:

diverreadytogo.jpg


I will hope I can finish the examples and uploads this evening. And Grinsegold, I have to admit that it was cool working together ;)

Diver_rig.blend.zip
(1.16 MiB) Downloaded 583 times

Re: General call for collaboration on "Diver"

PostPosted: Sat Dec 23, 2017 8:10 pm
by punkduck
All uploads done so far ...

The suit: http://www.makehumancommunity.org/clothes/diver_suit.html

The Cousteau material: http://www.makehumancommunity.org/content/diver_suit_jy_cousteau_version.html

The rig: http://www.makehumancommunity.org/clothes/diver_scuba_rig.html

I hope, these are usable in a way. But I also know that posing the character in Blender distorts the bottle and the hoses. If someone only works with Blender, he or she should replace the hoses by using a geometry guided by curves with a few empties at the end. And one should use only one vertex group combination for the whole bottle. But I guess it is the best we can do with the limits we have ... ;)