8/27/2023 0 Comments Makehuman black eyes![]() ![]() But we also have to take in consideration that we have a lot of users who need a game character with less vertices, a simpler rig etc. When I've to do it again, I append the old materials to the new character and throw away the exported ones, but of course this sometimes is a lot of work. Well I'm using Makehuman to create the "product off-the-rack" and after exporting I started the fine-tuning in Blender. If you want to make them glossy, you have to change part of the skin or use methods we allready discussed in the forum. We have another problem: the eyes are only one object and so you can only supply one material. I think, that this may be improved a little, because not all the parameters you can change in the material editor are used by the importer.īut especially in this case this won't help. This leads me to the question, why isn't this the default? Thanks again all, I will see what happens on my desktop and report back.īlindsaypatten wrote:I followed Punkduck's instructions and the eyes look 100% better. ![]() I am actually making cartoon characters, but in my process I need to start out as realistic as I can get and then I change them with filters in Photoshop, so this will help me out quite a bit I think! I will try on my desktop to see if I can reproduce the issue.īut anyway, with your method punkduck, it looks great.btw, I usually make glass the way you do - never have really liked the 'glass' node. So.I am thinking that it IS actually my GPU that might be causing the issue (Nvidia GTX 980) Laptop is using an Nvidia Quadro M2000M, but I get same result (ok eyes) with both CPU and GPU render. I tried to reproduce my own problem, but found I could not.they eyes were coming in kind of ok! But I am doing it on a laptop where I normally work on my desktop PC. Punkduck, thanks for your nicely detailed description of how you do the eyes! This worked great. Hi all and thanks for the kind suggestions. I hope it has nothing to do with a GPU problem, because I also wanted to change from MacOS back to Linux somewhere in the future. Maybe your character will look better when you make it my way. Make the glossy node really white (#ffffff) for the glass! You then may simplify the texture layer, like I've done it. I assign the outer layer to a pseudo-glass layer (to get a few effects, like mirror) and the inner layer contains the texture. Well, when you also think the eyes are too dark, here is my setup. In makehuman you get the cool effects, when you look into the eyes and turn the character because of a special litsphere. ![]() One intended to be glass, the other one texture. The eyes seem to be darker then in makehuman (well at least in my opinion ).īut going this way I learned, how the eyes are designed. But normally, when you import the character already using cycles render, this will not happen (as you correctly mentioned). When you make that and forget the transparent node, the eyes are black. Long time ago I made my models using blender render, then I changed to cycles render. Any ideas on why the dark eyes using MHX? This, of course, gives the eyes an unnatural look, but without doing this the eyes are little more than a dark socket. ![]() My work around has been to put a light panel in front of the character, specifically for the eyes and then remove the "glossy" node from the eyes and add an emission node - then I normally set it at about 1.2 in strength. Latest version of MH and Blender and rendering in Cycles. The eyes are not black - but just too dark. I checked the FAQ, skimmed the forum and searched as well, but did not see the answer. Dvnobles wrote:Just want to make sure I'm not missing something here, as when I export/import MHX everything seems to come in pretty good except the eyes. ![]()
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