punkduck wrote:Your tutorial or detailed description is very useful, even when I only take parts out of it, some of the characters will look more natural in future.
I'm sure it would be possible to enhance your texture without to much work as you already have a good color base. A detailed BW texture can be reused in many way. First as a specular map, then as an color overlay on the color texture and finally as an bump map or baked as an normal map.
Here is a very quick example on how the original MakeHuman skin "old_lightskinned_female_diffuse.png" look like with this methode.
(Bellatrix made this character to acnowledge there is old people in the world also allthough much better looking than this)
To the left, the skin "old_lightskinned_female_diffuse.png" direct pluged into the Principled shader.
To the right, a very fast modified version of the same skin texture and by using my skin material (whitout any changes).
I used Jennifer's 4096p version specular map as a color overlay and of course as specular map, and Jennifer's normal map strength 2 to make it look older. (Just to show the possibilities, if this had been a serious skin texturing I had put more work on the skin color and normal map.)
punkduck wrote:And I'm quiet sure the two characters in the background of your tennis match render will not use three 8k-textures and vellus hair, so we need this knowledge only for detailed renders
What? It was the vellus hair that gave the whole tennis scene the right lighting
, just kidding. I havent got to do vellus hair at that time and Zakiya and Samuel in the background used the 2048p texture version and Jennifer and John got the 4096p version. When I did this scene I discovered Jennifer's knees was to low so I had move them up a bit by rebake all textures.
punkduck wrote:You mentioned Zakiya, the name itself is mostly used in African nations. She is one of the characters I like especially because it shows the diversity which can be "simulated" using MakeHuman. I will also be interrested in a detailed picture.
Zakiya is my absolute favorite and I worked long time to make her to not look perfect as imperfection is perfection as a wise person once said (Blender Guru). Now she is perfectly imperfect and almost natural looking. Testrenders is soon coming
punkduck wrote:So you are right, at the end the "bunch of pixels" as I called it, has some kind of a personality.
As they are a bunch of pixels
they are aslo made with great love by a real person like a writer with it's fictional characters that have personality and names, there is no difference at all only the source of manifestation. I guess we soon will se more digital actors in movies than real humans.
punkduck wrote:But you create it by putting them into a scene like you do in this mother/daughter (it could also be two sisters) ice-skate scene or the guitar player. And for this purpose sometimes also a comic character can be used as we all know from daily life. This should be a statement for those members of the forum, who do not want to use so much effort as we do.
Yes, we have all our own way of expression and no way is better than the other. This is the best part of MakeHuman and Blender, one can make whatever one wants without almost no boundaries.
A wedding scene made just efter Blender 2.79 got out and things begun to fall into place. (In this render Jennifer have an old bad hairdo (and no vellus hair
))
- MakeHuman and Blender wedding photo
punkduck wrote:I also must agree to the statement, that it is possible to create a realistic looking character only using free software. The reason why I joined the forum and created about 100 different clothes ... so that others also are able to get some benefit from our work.
And in many cases much better software than the commercial ones. The same here, except the number of clothes
To end this, kind of long entry. A close up on Jennifer's teeth.
- Teeth