blindsaypatten wrote:
As a person who knows nothing about lighting, it would be great if someone who did could set up a blender scene of a photography studio that one could just plop the character into and have good portrait lighting. I know, I'm endlessly demanding but I think it would be a great convenience for a lot of newbies like myself that are already overloaded with learning MakeHuman and Blender without having to learn good lighting technique at the same time.
There is not "one lighting", there are lot of different ways to light scene. Last not least it depends on what you want to reach. We had a discussion in this thread:
http://www.makehumancommunity.org/forum/viewtopic.php?f=15&t=13770For portraits a three point lighting is one of the methods. Here is a short description.
https://en.wikipedia.org/wiki/Three-point_lightingFor other lighting simply use google images search, "light setup" and you get a lot of proposals. At least that's the way I started with lighting. Compare your character with the real person on a photo when you set up lighting in the same way. Effects in Blender are very similar to the real effects
Glossiness / Skin like wax: the polygon hair (also clothes and sometimes the skin) look too glossy because the glossy input is white in most cases. The white is caused by the diffuse material settings, which is normally set to white or a light grey in MakeHuman. In Blender you can connect the color input of the glossy shader to the output of the image texture. You may also take out the fresnel node and simply put a low value for the glossy input in the mix-shader connecting glossy and diffuse shader.
When you connect the color output of the image texture with the displacement entry of the output node the skin will not be "flat". Put a math node between the color output and the displacement entry, set it to "multiply" and take a low value (e.g. 0.3). Otherwise the young guy will look like his own grandfather.
Sorry for not creating a picture but the setup is similar to the clothes setup I've done ... (without the "additional color" ...)
http://www.makehumancommunity.org/forum/download/file.php?id=3690&mode=viewAfter doing the changes the skin should look like this ... (okay I've my own skins, but the shading is done exactly the way I wrote).
http://www.makehumancommunity.org/forum/download/file.php?id=3633&mode=viewThere are of course others methods, e.g. generate a normal map from the given skin. Or use generic skin like wolgade wrote. The only disadvantage of generic skin is, that the generated skin does not look different e.g. when you compare hand, neck or face.
Btw.: I also started with Blender Render ... (I guess most of us did), I managed to convert the Blender render characters to cycles render. It took me days, especially the eyes. And then I noticed, that the mhx2 export provides both methods
