Export to blender and adult topology question

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Re: Export to blender and adult topology question

Postby joepal » Tue Sep 08, 2015 3:29 pm

I don't remember ever having seen any specific genitalia textures. What are these?

All I've seen are the young/mid/old female/male caucasian/asian/african diffuse textures. But those aren't specific for the genitalia proxy.

I didn't update my directory for a few months though, so I might have missed something.
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Re: Export to blender and adult topology question

Postby wolgade » Tue Sep 08, 2015 4:42 pm

joepal wrote:I didn't update my directory for a few months though, so I might have missed something.

You definitely have: http://www.makehumancommunity.org/forum/viewtopic.php?f=3&t=12026&start=10#p29818 The skin textures got censored.
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Re: Export to blender and adult topology question

Postby joepal » Tue Sep 08, 2015 9:56 pm

Ok, looking at the list at http://download.tuxfamily.org/makehuman ... /textures/ it seems the common skin textures got edited end july. I hadn't noticed that and thought we were talking about some specific textures. My bad.

Difference between that asset repo and the bitbucket repo is that there's no revision history. And it seems the way back engine and the internet archive are blocked on that site.
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Re: Export to blender and adult topology question

Postby natedawg72 » Wed Sep 09, 2015 1:34 am

Mike_ wrote:
zifnap wrote:Hello

if you have the proxies you can find the textures in the skin folder.
The proxies and skins were removed at the same time.

Regards
zifnap

i tried the skins but they don't do anything the genitalia is just skin color skinned


What you said about going to the repo was my first thought, but it seems those don't contain the meshes since most assets are stored elsewhere. Correct me if I'm wrong, but it seems there isn't an archive/revision history of assets (as joepal said).

I think we are in the same boat now, as I did find the assets in a Mac nightly. I have the proxymesh with the genitalia and the skin texture that clearly has the genitalia, but when selecting those in makehuman the mesh gets textured with normal skin. I'm only a beginner when it comes to 3d modeling, but it seems as if whatever data is responsible for mapping the texture to the mesh is still the censored version despite having the proxymesh & skin texture.
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Re: Export to blender and adult topology question

Postby joepal » Wed Sep 09, 2015 6:47 am

Sounds as if you get the updated skin assigned. If you have the old skin textures around, you might want to consider making a skin (basically just write a MHMAT text file) with a new name and put it under DOCUMENTS\makehuman\v1\data\skins rather than in the installation directory.

See http://www.makehumancommunity.org/wiki/ ... extures%3F
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Re: Export to blender and adult topology question

Postby zifnap » Wed Sep 09, 2015 11:20 am

natedawg72 wrote:
Mike_ wrote:
zifnap wrote:Hello

if you have the proxies you can find the textures in the skin folder.
The proxies and skins were removed at the same time.

Regards
zifnap

i tried the skins but they don't do anything the genitalia is just skin color skinned


What you said about going to the repo was my first thought, but it seems those don't contain the meshes since most assets are stored elsewhere. Correct me if I'm wrong, but it seems there isn't an archive/revision history of assets (as joepal said).

I think we are in the same boat now, as I did find the assets in a Mac nightly. I have the proxymesh with the genitalia and the skin texture that clearly has the genitalia, but when selecting those in makehuman the mesh gets textured with normal skin. I'm only a beginner when it comes to 3d modeling, but it seems as if whatever data is responsible for mapping the texture to the mesh is still the censored version despite having the proxymesh & skin texture.


Yes you understand joepal right there is no repository.
In the mhmat file there is a path defined to the texture. looks like this: diffuseTexture ../textures/old_lightskinned_female_diffuse.png
this points to the texture makehuman will export.

It's not hard to do it but i have problems to explain how to do it.

I would just copy the skin folders from the makehuman/data/skins/ folder to DOCUMENTS\makehuman\v1\data\skins and rename it.

Example:
DOCUMENTS\makehuman\v1\data\skins\middleage_african_female
to
DOCUMENTS\makehuman\v1\data\skins\middleage_african_female_genital

put the texture ( with the genitals ) into this folder and rename the file " middleage_african_female.mhma " to " middleage_african_female_genital.mhmat ". ( to have a better overview later )

change the line in the middleage_african_female_genital.mhmat :

diffuseTexture ../textures/middleage_darkskinned_female_diffuse.png

to

diffuseTexture middleage_darkskinned_female_diffuse.png

there are other ways to do it but I not so firm in Windows scripting. In Unix or Linux I could write you a small script to do it.

Regards
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Re: Export to blender and adult topology question

Postby natedawg72 » Thu Sep 10, 2015 2:16 am

First off, I just want to say thanks for the help in trying to figure this out :)

I created a skin and there was no difference at all. It isn't a problem with the wrong texture being used, but with the mesh/proxymesh not being mapped to the texture if that makes sense. (I'm still learning terminology so bear with me)

For example, if I export a makehuman model with the genital proxymesh, and import it into Blender and take a look at the uv mapping (I think that is what it is?), the appropriate areas of the mesh are not mapped to the area of the texutre containing the genitalia texture. Basically it seems that whatever maps texture -> mesh is a "censored" version and I have no idea what file I should be replacing to fix that.

For whatever it's worth, I also tried replacing the entire data folder with the data folder from the Mac version containing the proxymesh & genitals texture that I found. That route also brings me to the same issue as above, where mesh & texture are correct, but the genitals aren't mapped with the texture.
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Re: Export to blender and adult topology question

Postby a.g. » Thu Sep 10, 2015 10:12 am

There are actually two versions of the genital proxies, one from the beginning of the year, and one from the summer before they were removed. The older ones have more polygons and are properly uv mapped, while the later ones are simpler and not mapped correctly. I actually have copies of both saved currently, since I saw the thread about removal before updating.
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Re: Export to blender and adult topology question

Postby Mike_ » Thu Sep 10, 2015 12:08 pm

natedawg72 wrote:First off, I just want to say thanks for the help in trying to figure this out :)

I created a skin and there was no difference at all. It isn't a problem with the wrong texture being used, but with the mesh/proxymesh not being mapped to the texture if that makes sense. (I'm still learning terminology so bear with me)

For example, if I export a makehuman model with the genital proxymesh, and import it into Blender and take a look at the uv mapping (I think that is what it is?), the appropriate areas of the mesh are not mapped to the area of the texutre containing the genitalia texture. Basically it seems that whatever maps texture -> mesh is a "censored" version and I have no idea what file I should be replacing to fix that.

For whatever it's worth, I also tried replacing the entire data folder with the data folder from the Mac version containing the proxymesh & genitals texture that I found. That route also brings me to the same issue as above, where mesh & texture are correct, but the genitals aren't mapped with the texture.

You are correct, the genitalia texture is a part of the adult skin. In blender, i selected the verts on the genitalia and did a standard unwrap and then simply placed it in the correct position on the texture (only the genitalia vert island, so rest of the texture is not affected at all by the unwrapping) and thats it, the genitalia is fully textured now and it only takes couple of seconds to do it.
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Re: Export to blender and adult topology question

Postby joepal » Thu Sep 10, 2015 12:45 pm

a.g. wrote:There are actually two versions of the genital proxies, one from the beginning of the year, and one from the summer before they were removed. The older ones have more polygons and are properly uv mapped, while the later ones are simpler and not mapped correctly. I actually have copies of both saved currently, since I saw the thread about removal before updating.


Ah, this explains some of the confusion about the different versions.

This is how I remember it, but I might be a bit fuzzy on the details:

That change in UV and mesh wasn't made in because of wanting to remove the genitalia. The base mesh received an overhaul after the stable release because some areas of the body had a disproportionate mesh density. It did not make sense that the genitalia and the teeth made up half of the vertices of the body. Instead, very detailed things which were optional were delegated to being external meshes that were attached to the body rather than part of it. This includes for example teeth, eyebrows, tongue etc. No-one got around to making detailed attachable genitalia though.

The new base mesh also had genital areas, but of lesser mesh density and with the relevant texture paint in another (smaller) area of the UV unwrap. This is what you've had in nightly builds during the spring.

The last change did not (if I'm correctly informed) touch the mesh at all. It only consisted of smudging the default textures in the genital areas.
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