Skins - UV BASE map for ?

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Skins - UV BASE map for ?

Postby alex_farlie » Fri Oct 25, 2019 8:39 am

Hi,

I was wanting to attempt to create a custom skin for Make Human. (My intended base model is attached.) (The idea was to create a sci-fi character, partly inspired by the origin story of the Cybermen in Doctor Who. My thought was to consider what you would get if you had Cyber-femme instead? :lol: )

Would it be possible for a Makehuman user to provide a suitable UV map (prefferably in a 2K(2048x2048) or 4K(1096x4096) size, so I can use that as a base for constructing the skin as Vector artwork in Inkscape ( possibly with meshes?), That could then be exported.

Alternatively, is there a specialist standalone MakeSkin tool, to enable re-skinning based on arbitary underlying tectures?

Please note that the attached model uses the custom Robot01 target contributed by Grinsegold (which is available under the CC-BY license from the Make Human asset repository.)
Attachments
Cyberfem.zip
Intended base model..
(4.99 KiB) Downloaded 12 times
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Re: Skins - UV BASE map for ?

Postby punkduck » Fri Oct 25, 2019 7:53 pm

Hmm, to be honest, no matter what you do inside MakeHuman, it does not change the given UV-Map. Only a proxy can have an own different one. So you definitely "only" need to take one of the skins and draw an own one on it (use another layer in GIMP, photoshop, inkscape).

In the assets you will find the annotated skin from Joel Palmius. Or you export the character into blender, select the mesh call the uv editor. It will be shown there when you select the skin.

The easiest way if you only want to paint it (believe me that's the way how I started with my characters ;) ) is; download the annotated skin and then exchange/overwrite the image Joel did.

Technical background: the coordinates of the UV-map are in the base.obj file, the lines look like this

Code: Select all
vt <x-value> <y-value>


The x and y values are the coordinates in an image of size x=1/y=1, so 0.5/0.5 is in the middle. When you add a 4k or 8k or 0.5k picture it works identically, only the resolution changes. Each of these lines correspond to a line starting with v and then the x,y,z coordinates, which are the real vertices. base.obj comes with makehuman (mostly compressed as base.npz) and is not changed.

A more complicate way is doing that after exporting it to blender, especially when you expect distortions or sth because the target deformed parts you want use. Then you can do your own UV layout. You have to create seams on the body, do an UV unwrap and then you can add an own texture. But this is an advanced method and needs some experience (because of the projections) etc. in Blender.
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Re: Skins - UV BASE map for ?

Postby Elvaerwyn » Sat Oct 26, 2019 10:55 am

Here go bud this should get you going (I hope) they are done in 2k and exported from blender. There is base mesh, female, male and all included.
Attachments
uvunwraps_mhdummies.zip
unwraps zipped 2k
(15.06 MiB) Downloaded 16 times
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Re: Skins - UV BASE map for ?

Postby alex_farlie » Sat Oct 26, 2019 4:44 pm

Elvaerwyn wrote:Here go bud this should get you going (I hope) they are done in 2k and exported from blender. There is base mesh, female, male and all included.


Thanks although in testing the skin I was drawing, I'm finding bug after bug relating to my video cards inablibity to cope with BASIC modern Open GL. :evil: (Sigh). I need a new computer :(
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