grinsegold

Images of characters done with MakeHuman

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Re: grinsegold

Postby grinsegold » Fri Jan 11, 2019 9:00 pm

Burkha.png
High noon in Saxony


I saw this scenery some years ago in a small village of an island in the mediterranian sea, and i'm still convinced i had become rich if i only had a camera in that moment.
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Re: grinsegold

Postby grinsegold » Tue Jan 15, 2019 10:14 am

You promised to go!

You promised to go.png
Brexit - Zero tolerance with casino capitalism
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Re: grinsegold

Postby wolgade » Thu Jan 17, 2019 1:36 pm

The image of the woman is priceless. :lol:
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Re: grinsegold

Postby grinsegold » Sun Feb 24, 2019 10:31 am

Rome is moving.png
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Re: grinsegold

Postby Elvaerwyn » Mon Feb 25, 2019 1:44 pm

:D Alright hon you finally got an out loud lol out of me and I'm a hard sell....don't ask how or why XD! May have had too much rum!
She who knows in repose with prose...
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Re: grinsegold

Postby grinsegold » Thu Mar 14, 2019 7:19 pm

"In the abundance of water the fool is thirsty"
Bob Marley


Bildschirmfoto zu 2019-03-14 18-51-16.png
Yuck.A hair.png
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Re: grinsegold

Postby punkduck » Sun Mar 17, 2019 9:54 am

Well some political statement I will add: I will at least miss him:

https://www.youtube.com/watch?v=EY7EIZl4raY

:mrgreen: ... order, order .... :lol:
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Procedural uber-eyeball

Postby grinsegold » Sat Oct 19, 2019 4:41 pm

Greetings.
Proc_eye2.blend
(1.14 MiB) Downloaded 834 times

Proc_eye2.png
This is the default. the square is a bone with custom shape. You can rotate it and the eye will follow, you can scale it and the pupil will scale as well.

Proc_eye2.2.png
There are shapekeyes for slit and oval eyes (animals like cat and octopus), and the iris can be scaled entirely as well.
You have to set 2 colors for the voronoi pattern and one color for each rim of the iris - the inner and the outer.
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Re: grinsegold

Postby grinsegold » Sat Oct 19, 2019 5:46 pm

6eyes.png
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Eye texture Bakery (CC-nc)

Postby grinsegold » Sun Nov 03, 2019 12:26 am

Proc._eye.blend
(2.12 MiB) Downloaded 776 times


Proc._eye.png


This is a rigged pair of eyeballs with procedural material, with automated uniqueness for left and right side. You can use this asset directly or by baking textures for MakeHuman eyeball meshes.

To use this asset for your character, join this armature to the one of your character, put it in place and parent the bone "Child of headbone" to your headbone.

There are three bone-layers:
1: Root ("Child of headbone")
2: Gizmos
3: Deform (the bones inside the eyeballs)

Proc._eye2.png


The diamond-shaped gizmo is what the eyes are following. By default it is exactly as wide as the distance between both pupil centers (6cm). Scale it down to cross the eyes. Try the opposite as well :)

It has a cross-hair-shaped child-bone on each side, one for each pupil. Scale those cross-hairs to drive the pupil size.

Proc._eye1.png


There are also shapekeys for the iris size as well as for the pupil's horizontal (sheep eye) and vertical (cat eye) scaling.

The shader in slot 1 features an iris with extra colors for its inner and outer rim, blood vessels on the sclera, emission option and many more. Play with it in material preview mode.

To disable the inner ring of the iris, set the hue slider to 0.5, bright and contrast to 0.0 and saturation and value to 1.0.

When you want to use this asset for baking eye textures for MakeHuman, just fiddle around with the shader settings, create a new image to bake onto (make sure to also place it in material slot 2 and to make it the active node by highlighting it) , and with both eyes selected hit bake. It will bake the texture from bottom to top, first the one eye, then the second. Be patient.

To bake out the normal map just switch the scene from "Diffuse MakeHuman" to "Normal MAkeHuman". Again, create a new texture to bake onto, but this time with 32 bits. You might also like to bake out a roughness and / or a glossy map.

Material slot 2 contains the clearcoat. This material creates the glossy highlights and bends the lightrays (Cycles) like a lens. This shader is a bit of a hack in order to minimise noise. It drives the glossiness by its own glossiness. A glass shader for Cycles would be better if possible.

Proc._eye3.png

blue eye test diff.png

blue eye test norm.png


#b3d #nodevember2019 #blendernation
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