Only one particle system for the main hair-do and one to add tiny hair along the scalp edges but I count them as one. The eyebrows is either mesh or MakeHuman texture eyebrow.punkduck wrote:Are you working with only one particle system for one hair-do? I'm normally using 3, but then these have less hair. And depending on the character a 4th small one for the eyebrows. So I had 14 on the choir picture ...
John is made using an real person as a template, an actor, but the end result did not get similar.punkduck wrote:Hmm, he looks familiar to me. The 3d version is absolutely great from my point of view. And in reality?
John is so boring that it took a while until wanting to do these renders.punkduck wrote:It could be one of my boring neighbours or colleagues.
Yes, much harder to do everyday people, a real challange to get them looking natural.wolgade wrote:Interesting guy and, yes, in a way the regular guy next door. This might be even harder to do than extreme characters. An extreme character might get away with some glitches, because the image is a bit over the top, anyway. The regular guy doesn'r get away with anything. The viewer will notice any glitch.
I only did one close-up render of Fanny, it wont be neccesary to do more as she use the same base textures as Jennifer.
The last weeks has been very busy making new targets to enhance the base mesh after reading this viewtopic.php?f=7&t=16138
First I thought of making displacement maps but it wont be flexible enough for my purposes. Also some clothes looks alot better with real geometry like punkduck's "ballet tights".
First two weeks of work was the feet and legs. Especially the female foot needed adjustments to look more natural. The original male foot is ugly enough and won't be prioritized . All targets is made on a "base mesh" to hopefully be flexible enough but I used Jennifer as a test pilot therefore no target is actually tried on a male character only a fast glimse in MakeHuman viewport.
Instead of waiting until they are fully tested I contribute them now, leaving an opening for adjustments later if needed. They can look a bit rough without subsurf and the geometry limitate how the shapes could be made.
Here is an image showing all the foot an leg targets on a base female character from inside MakeHuman without subsurf.
Foot Achilles Tendon: http://www.makehumancommunity.org/targe ... endon.html
Foot Bridge: http://www.makehumancommunity.org/targe ... ridge.html
Foot Female: http://www.makehumancommunity.org/targe ... emale.html
Foot Malleolus Lateral: http://www.makehumancommunity.org/targe ... teral.html
Foot Malleolus Medial: http://www.makehumancommunity.org/targe ... edial.html
Foot Toe correction Female: http://www.makehumancommunity.org/targe ... emale.html
Foot Width: http://www.makehumancommunity.org/targe ... width.html
Leg Knee Female: http://www.makehumancommunity.org/targe ... emale.html
Leg Shin Female: http://www.makehumancommunity.org/targe ... emale.html
Leg Thigh Female: http://www.makehumancommunity.org/targe ... emale.html
Now I have to apply them to Jennifer and make some test drive.