grinsegold

Images of characters done with MakeHuman

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Re: grinsegold

Postby grinsegold » Tue Nov 28, 2017 2:15 am

punkduck wrote:no idea how you have done this ... particles (for the green color)?

I had to look up to be sure, but yes, it's of course a particle system, blown away from a field. But how i exactly detected the projection border i can't really recall. The blendfile was among all the other unfinished ones. I recently tried to clean up my harddrive and stumbled over that project. The path to the texture i planned to use for the hologram was broken, but i liked the magenta immediately. I should have looked twice, since the posing - especially of the left shoulder - is ... crap. But the viewer sees what he/she thinks he/she should see, so if you only use enough smoke and mirrors, noone will notice. The old autocomplete-trick of our brain. I took my rendered disabled hologram into gimp, added smoke and red rays and done.
Bildschirmfoto zu 2017-11-28_03-11-36.png

Bildschirmfoto zu 2017-11-28_03-12-00.png
boolean leg with matrix particles


Alright, i found out how i specified where the particles should go off. It's simple as can be - painted weights :)

Bildschirmfoto zu 2017-11-28_03-31-19.png
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Re: grinsegold

Postby wolgade » Tue Nov 28, 2017 11:12 am

Thanks for sharing your knowledge. It's always great to see really good images. It's even better to learn how they were done.
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Re: grinsegold

Postby grinsegold » Tue Nov 28, 2017 5:32 pm

Here's a basic hologram shader to start with:
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Bildschirmfoto zu 2017-11-28_18-49-19.png
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Re: grinsegold

Postby punkduck » Tue Nov 28, 2017 7:39 pm

grinsegold wrote:Here's a basic hologram shader to start with:


Okay, now everyone is able to do it like you did ;) ... at least the technique to do it is clear for me. But to have an idea like that is a complete different story ... :?

For the "crappy pose": from the point of view the problem is not really visible, now that you mentioned it, I can see it also of course. In the beginning the first poses I could make with MakeHuman 1.0 looked all like that, because weight-painting was not finished like it is today.

So thanks for sharing the knowledge. Maybe be that this hologram shader added to a normal shader used for the skin might produce a weird glow around the character ... I just have to play around with it.
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Re: grinsegold

Postby wolgade » Tue Nov 28, 2017 9:42 pm

grinsegold wrote:Here's a basic hologram shader to start with:

Cool! This might be useful for the project I actually work on. Thanks a lot.
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Re: grinsegold

Postby grinsegold » Sat Dec 09, 2017 12:50 pm

RoboGo

RoboGo1.png


Hands: makehuman
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Re: grinsegold

Postby loki1950 » Sat Dec 09, 2017 7:03 pm

Really like your Go ban much better than my 45 year old Masonite one :)

Enjoy the Choice :)
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
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Re: grinsegold

Postby grinsegold » Sat Dec 09, 2017 7:40 pm

loki1950 wrote:Really like your Go ban much better than my 45 year old Masonite one :)


But yours made you smart anyway, didn't it? :geek:
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Re: grinsegold

Postby loki1950 » Sat Dec 09, 2017 9:40 pm

Not the board it's self but the hundreds of games I lost to a Nipponese fellow student in college went from a 10 stone to 2 stone handicap :lol: over a two year period.Finally learnt the difference between life and death :geek:

Enjoy the Choice :)
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Re: grinsegold

Postby punkduck » Sat Dec 09, 2017 10:37 pm

Wow, the complete scene is fantastic!

The robots have a "half-organic" form which made them fit to the hands in a perfect way. This is really art because of the idea and realization ... the kind of art I'm not able to do as I wrote in "my" thread. :shock:

Did you do the skulls yourself or did you have a source for these assets?
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