Moderator: joepal
jcapco wrote:backgrounds are png. You can use a renderer to create the background. You can render the hair in makehuman, and then you can save the output in folder were the hairs are saved.. just make sure that the size is around 256x256 pixels (you can use any image software to view this information). Its nice to have the image with transparent background. You can define transparent backgrounds in Gimp too, in fact probably you should use it anyway because the renders in makehuman comes out as .tif and you want that as .png (and gimp does a good conversion of that). Render outputs from makehuman is seen in your documents folder under ./makehuman/renderman_output/ribFiles (find the latest .tif file generated that should be the last render you made with makehuman).
Don't forget to group the hairs (this is a lot of fine work.. grouping hairs is not so simple) when rendering so that the hairs in between guide hairs will be interpolated and the head wont look bald when rendered (tutorial of this is in the same site where you found the tutorial for makehuman hairs). Then you have to go to render settings usually here I would set Randomness to maximum, Clump children interpolation you want it around 2-3 (clump means what they mean, how many hairstrands should clumped together), and Multistrand interpolation you want it to be between 50 and 100 depending on your number of groups. You should be able to calculate it.. a rough estimate of human hair strands is around 10,000 and this number comes from :
Multistrand children X Clump children X no. of Groups you created in your hair
This should be roughly 10,000. You want your clump though to be at minimal something around 3 (unless you really want your hair to be clumpy).
Have fun!
Shaba1 wrote:Thanks jcacpo.
My main purpose in using make human is to make characters for export to unity 3d thru blender and for the blender game engine. So I have to turn the hair into meshes. I know how to do that. But then I have to decimate them a lot in order not to exceed the polygon limit in Unity and to get an acceptable frame rate in the BGE. Any reccomendations on keeping the face count low but at the same time getting the hair to look realistic. And while I am on the topic how to uv map hair so that it can be exported.
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