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Exporting materials to 3ds

PostPosted: Tue Jun 10, 2008 10:26 am
by ragdoll
I need to use MakeHuman models in 3d studio, so I export the mesh in .obj format. The problem is that the mesh in 3d studio appears completely grey, without the materials for eyes and skin. How can I export materials from MakeHuman to 3ds?

Re: Exporting materials to 3ds

PostPosted: Tue Jun 10, 2008 1:24 pm
by pistacja
You'll need to reapply the textures (and perhaps change the material type), all the textures are in the /data/rib_data/textures_data/ directory.
The material the imported mesh has is a Multi/Sub-object, each ID is a different part:

1-body - use the texture body_color.tif for diffuse color, body_specular.tif for spectacular color and body_bump.tif for the bump (or change the material type to SSS Fast Skin Material and use body_color.tif for overall diffuse coloration, the bump texture doesn't work to good with that so I suggest to use this normal map and tile it 12-20 times:http://www.filterforge.com/filters/3551-normal.html)

2- eye - use: eyes_color.tif and eyes_reflection.tif (in the right slots of course) - you might toy a bit with glossiness and spectacular levels or change the material type to ray traced

3- head - use: head_color, head_bump and head_spectacular (or SSS Fast Skin Material like for the body)

4- teeth -???

5- tongue - ??? (head_color, head_bump and head_spectacular)

6 - iris - ??? (eyes_reflection?)

7- eyebrows - eyebrows_color.tif (this one needs a alpha channel - I needed to make a black and with version of the texture to get it right)

8-eyelashes - eyelashes_color (with alpha - same as eyebrows )

Hope this helps.

(oh, and there's a "materials.mtl" file with every obj file, but that didn't work good enough for me, still had to reapply the textures)

Re: Exporting materials to 3ds

PostPosted: Tue Jun 10, 2008 2:03 pm
by ragdoll
pistacja wrote:You'll need to reapply the textures (and perhaps change the material type), all the textures are in the /data/rib_data/textures_data/ directory.
The material the imported mesh has is a Multi/Sub-object, each ID is a different part:

1-body - use the texture body_color.tif for diffuse color, body_specular.tif for spectacular color and body_bump.tif for the bump (or change the material type to SSS Fast Skin Material and use body_color.tif for overall diffuse coloration, the bump texture doesn't work to good with that so I suggest to use this normal map and tile it 12-20 times:http://www.filterforge.com/filters/3551-normal.html)

2- eye - use: eyes_color.tif and eyes_reflection.tif (in the right slots of course) - you might toy a bit with glossiness and spectacular levels or change the material type to ray traced

3- head - use: head_color, head_bump and head_spectacular (or SSS Fast Skin Material like for the body)

4- teeth -???

5- tongue - ??? (head_color, head_bump and head_spectacular)

6 - iris - ??? (eyes_reflection?)

7- eyebrows - eyebrows_color.tif (this one needs a alpha channel - I needed to make a black and with version of the texture to get it right)

8-eyelashes - eyelashes_color (with alpha - same as eyebrows )

Hope this helps.

(oh, and there's a "materials.mtl" file with every obj file, but that didn't work good enough for me, still had to reapply the textures)


Thank you so much, probably the best answer I ever got.
Only one thing: I think it's better if you use eyes_color.tif for iris and leave the eye white. Only my two cents.