Half Orc Teeth help

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Half Orc Teeth help

Postby JorgeElGrande » Fri Jan 11, 2019 5:16 am

I am pretty new to MakeHuman. Got a tutorial to help me modify some teeth for a orcish type character using Blender. New to that as well.

However I am not gifted enough to make it an asset to use in MakeHuman itself.

Can any on help me out?

JORGE :x :?:
Attachments
Half Orc teeth.jpg
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Re: Half Orc Teeth help

Postby JorgeElGrande » Fri Jan 11, 2019 5:17 am

this
Attachments
Half Orc teeth 2.jpg
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Re: Half Orc Teeth help

Postby JorgeElGrande » Fri Jan 11, 2019 5:21 am

Here's the Blender file
Attachments
halfordteeth.blend
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Re: Half Orc Teeth help

Postby wolgade » Fri Jan 11, 2019 11:46 am

I'm not sure whether I got your problem. Modelling is done? You just want to make it an asset? That's quite easy. Use MakeClothes and create the vertex groups for the human only on the teeth helper.
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Re: Half Orc Teeth help

Postby JorgeElGrande » Sat Jan 12, 2019 5:29 am

wolgade wrote:I'm not sure whether I got your problem. Modelling is done? You just want to make it an asset? That's quite easy. Use MakeClothes and create the vertex groups for the human only on the teeth helper.


That's my problem. I am really new to this. Not sure how that' is done.
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Re: Half Orc Teeth help

Postby JorgeElGrande » Sat Jan 12, 2019 6:09 am

Please help me to get this to MakeHuman as a selectable set of teeth.
Attachments
halforc teeth.jpg
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Re: Half Orc Teeth help

Postby joepal » Sat Jan 12, 2019 12:14 pm

Load a human base mesh in the makeclothes tab. Any of the types work.

Select the upper teeth helper. Create a new vertex group "teeth-upper", and assign the selected vertices to it.

teeth1.png


Select the lower teeth helper. Create a new vertex group "teeth-lower", and assign the selected vertices to it.

teeth2.png


Create the same groups on your theeth model. Ie, everything that should belong to the upper jaw should be in the "teeth-upper" group, and everything belonging to the lower jaw should be "teeth-lower".

Move/scale your teeth so it is placed in the right spot in relation to the base mesh.

If you haven't done so, UV unwrap your teeth model and assign a material.

Select the base mesh and your teeth model and click "make clothes".

There shouldn't be a whole lot more to it. But it'll complain if you're for example mixing tris and quads, of if you have vertices belonging to more than one vertex group.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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