Steam Punk MakeHuman WIP

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Steam Punk MakeHuman WIP

Postby BeerJedi » Fri Aug 29, 2014 11:02 am

lucy_lynd 341_hi_12 july assembler1 finals Small.jpg
Rendered in BI
Steam Punk

This is Lucy Lynd, a character I'm working on for a Blender Project/ Graphic Novel.

She's basically Makehuman 1.01 Posed and clothed etc. in Blender 2.71. All the clothes and gear are original. I gave her new hair and Eyes although there was not much wrong with the original eyes except that behind the glasses I wanted them to have a bit more detail. I also remapped the lips to a more Hi res. texture, mostly because I am playing with multiple UV mapping and this was a great chance to test the concepts.
You can see more on http://beerjedi.deviantart.com/gallery

I'd very much value any feedback.
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Re: Steam Punk MakeHuman WIP

Postby duststorm » Fri Aug 29, 2014 11:59 am

That's awesome! :)
I'd be very interested to see the results as you finalize it.
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Re: Steam Punk MakeHuman WIP

Postby Manuel » Fri Aug 29, 2014 12:44 pm

Compliments BeerJedi, and welcome!
Awesome details on clothes texture too!
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Re: Steam Punk MakeHuman WIP

Postby brkurt » Fri Aug 29, 2014 5:54 pm

BeerJedi wrote:
lucy_lynd 341_hi_12 july assembler1 finals Small.jpg
Steam Punk

This is Lucy Lynd, a character I'm working on for a Blender Project/ Graphic Novel.

She's basically Makehuman 1.01 Posed and clothed etc. in Blender 2.71. All the clothes and gear are original. I gave her new hair and Eyes although there was not much wrong with the original eyes except that behind the glasses I wanted them to have a bit more detail. I also remapped the lips to a more Hi res. texture, mostly because I am playing with multiple UV mapping and this was a great chance to test the concepts.
You can see more on http://beerjedi.deviantart.com/gallery

I'd very much value any feedback.


How did you do draping and folding on the skirt? Was this the Blender cloth modifier only, or the modifier plus sculpting?
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Re: Steam Punk MakeHuman WIP

Postby rampa » Fri Aug 29, 2014 6:26 pm

Very nice!

The clothing is really pretty amazing. I Like the buttoning and folding.
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Re: Steam Punk MakeHuman WIP

Postby BeerJedi » Fri Aug 29, 2014 8:38 pm

brkurt wrote:
BeerJedi wrote:
lucy_lynd 341_hi_12 july assembler1 finals Small.jpg
Steam Punk

This is Lucy Lynd, a character I'm working on for a Blender Project/ Graphic Novel.

She's basically Makehuman 1.01 Posed and clothed etc. in Blender 2.71. All the clothes and gear are original. I gave her new hair and Eyes although there was not much wrong with the original eyes except that behind the glasses I wanted them to have a bit more detail. I also remapped the lips to a more Hi res. texture, mostly because I am playing with multiple UV mapping and this was a great chance to test the concepts.
You can see more on http://beerjedi.deviantart.com/gallery

I'd very much value any feedback.


How did you do draping and folding on the skirt? Was this the Blender cloth modifier only, or the modifier plus sculpting?


It took quite a while to figure out and then to do. for the skirt and Petticoat I mapped the mesh blank first so I could control how the pattern deformed. Then ran the cloth deform on the first layer, to keep it as simple as possible I made a copy of the posed figure with the only the lower body and legs and original mesh was a lot bigger (longer) than the final. The Idea was that this drape when applied was the base for the next layer, a duplicate of the undeformed first layer, with the original figure removed because I found that multiple collision objects plays havoc with the physics. Tweaking the settings gave the outer layer slightly different feel to the pettycoat. (Although I 'm not convinced the difference is worth the hassle.) All that remained was to trim the borders back to the required length, once both drapes were how I wanted them. With the drapes applied, I made a rig with two rods that came up and lifted the drape at the front to the button position. In the end I deleted the vertices of the pettycoat under the skirt front as they played havoc with the collision physics and couldn't be seen. Applied Solidify, then I spent several hours in proportional edit mode moving individual vertices out of collision with the surface. If you have the patience its okay for a still pose but a non starter for animation.
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Re: Steam Punk MakeHuman WIP

Postby Aiena_G » Fri Aug 29, 2014 9:26 pm

I love the amount of effort put into all the details.. Your work of art is exciting. Glad to see MakeHuman being put to good use.
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Re: Steam Punk MakeHuman WIP

Postby brkurt » Sat Aug 30, 2014 3:46 pm

BeerJedi wrote:
It took quite a while to figure out and then to do. for the skirt and Petticoat I mapped the mesh blank first so I could control how the pattern deformed. Then ran the cloth deform on the first layer, to keep it as simple as possible I made a copy of the posed figure with the only the lower body and legs and original mesh was a lot bigger (longer) than the final. The Idea was that this drape when applied was the base for the next layer, a duplicate of the undeformed first layer, with the original figure removed because I found that multiple collision objects plays havoc with the physics. Tweaking the settings gave the outer layer slightly different feel to the pettycoat. (Although I 'm not convinced the difference is worth the hassle.) All that remained was to trim the borders back to the required length, once both drapes were how I wanted them. With the drapes applied, I made a rig with two rods that came up and lifted the drape at the front to the button position. In the end I deleted the vertices of the pettycoat under the skirt front as they played havoc with the collision physics and couldn't be seen. Applied Solidify, then I spent several hours in proportional edit mode moving individual vertices out of collision with the surface. If you have the patience its okay for a still pose but a non starter for animation.


I believe that this single model is the turning point when it comes to clothing a Makehuman figure. It may be possible to animate such a character, if the vertex group assignments can be created as edge loops, and those edge loops linked to a rig designed to handle clothing. I ran into a similar problem in creating wigs for Makehuman characters; when animating them, it is necessary for the hair to demonstrate the effects of gravity, and that required a wig rig. Over the next weeks--while I still have the beta of Marvelous Designer 4 running, I will attempt to create a clothing rig for a cloak, and parent that to the newest (Thomas) Makehuman rig.

It all boils down to technique: how much does the mesh need to deform to make realistic clothing in motion, and how much can be seconded to normal and bump maps? :geek:
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Re: Steam Punk MakeHuman WIP

Postby brkurt » Sat Aug 30, 2014 11:28 pm

It can be animated!

Here is the solution: http://forum.makehuman.org/viewtopic.php?f=4&t=11000
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Re: Steam Punk MakeHuman WIP

Postby BeerJedi » Sun Aug 31, 2014 8:58 am

brkurt wrote:
BeerJedi wrote:
It took quite a while to figure out and then to do. for the skirt and Petticoat I mapped the mesh blank first so I could control how the pattern deformed. Then ran the cloth deform on the first layer, to keep it as simple as possible I made a copy of the posed figure with the only the lower body and legs and original mesh was a lot bigger (longer) than the final. The Idea was that this drape when applied was the base for the next layer, a duplicate of the undeformed first layer, with the original figure removed because I found that multiple collision objects plays havoc with the physics. Tweaking the settings gave the outer layer slightly different feel to the pettycoat. (Although I 'm not convinced the difference is worth the hassle.) All that remained was to trim the borders back to the required length, once both drapes were how I wanted them. With the drapes applied, I made a rig with two rods that came up and lifted the drape at the front to the button position. In the end I deleted the vertices of the pettycoat under the skirt front as they played havoc with the collision physics and couldn't be seen. Applied Solidify, then I spent several hours in proportional edit mode moving individual vertices out of collision with the surface. If you have the patience its okay for a still pose but a non starter for animation.


I believe that this single model is the turning point when it comes to clothing a Makehuman figure. It may be possible to animate such a character, if the vertex group assignments can be created as edge loops, and those edge loops linked to a rig designed to handle clothing. I ran into a similar problem in creating wigs for Makehuman characters; when animating them, it is necessary for the hair to demonstrate the effects of gravity, and that required a wig rig. Over the next weeks--while I still have the beta of Marvelous Designer 4 running, I will attempt to create a clothing rig for a cloak, and parent that to the newest (Thomas) Makehuman rig.

It all boils down to technique: how much does the mesh need to deform to make realistic clothing in motion, and how much can be seconded to normal and bump maps? :geek:


Go to it. If there is anything more you need from me just ask. You could always post onto my DA site as well (shemless plug there). Perhaps I should have mentioned that activating more than one gravity field, a lot of Z with just a whiff of Y or X (or both even) can improve the clinginess? or fullness of the drape, but its trial and error over the air resistance in the simulation but I'm not sure how that would play in animation. Also I found its important to make sure all objects in the rig have the same scaling value (Apply) but I guess you knew that .
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