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Re: Body study as seen from my perspective

PostPosted: Mon Jun 25, 2018 9:57 pm
by Mindfront
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 ...
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:Hmm, he looks familiar to me. The 3d version is absolutely great from my point of view. And in reality?
John is made using an real person as a template, an actor, but the end result did not get similar.

punkduck wrote:It could be one of my boring neighbours or colleagues.
:lol: John is so boring that it took a while until wanting to do these renders.


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.
Yes, much harder to do everyday people, a real challange to get them looking natural.



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.
Fanny_Portrait.jpg
Fanny portrait


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.
All_leg_and_foot_targets.png
All leg and foot targets

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.

Re: Body study as seen from my perspective

PostPosted: Tue Jun 26, 2018 10:42 am
by wolgade
Mindfront wrote:I only did one close-up render of Fanny,

Looks great. She'll never get a modelling job, but exactly for this reason she's much closer to real life. Btw: How did you do the freckles?
Mindfront wrote:Here is an image showing all the foot an leg targets on a base female character from inside MakeHuman without subsurf.

Looks interesting. I'll give your targets a try.

Re: Body study as seen from my perspective

PostPosted: Tue Jun 26, 2018 7:17 pm
by punkduck
Mindfront wrote:John is made using an real person as a template, an actor, but the end result did not get similar.


Well at least for these half an hour pre prime-time series with familiar aspects he will be everyone's darling :D :mrgreen:

Mindfront wrote: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.


wolgade wrote:She'll never get a modelling job, but exactly for this reason she's much closer to real life. Btw: How did you do the freckles?


Hmmm, really? Girls with freckles are something very special because it adds some natural effect to the model. And you cannot always recognize a model on the street. Fanny wears no sexy dress and the hair is like in a everyday situation. She looks a bit sad and tired.

So if all these cosmetical or artificial assets are missing, we have to take a closer look. The face itself has no ugly form, no big nose, eye-distance and eye-size are quite equal, she has higher cheek bones and a small chin. With a little help here and there (hair-do but NOT geometry) she will look more beautiful than my characters. Although this might not be the goal for this character, but I'm absolutely sure for me it is possible to create a picture with Fanny where all people say "wow" ... ;)

Models/non-models or celebrities: when you google for non make-up pictures of models, singers or actrices (males also), there are big differences between natural and model style. E.g. Kylie Jenner:

https://www.youtube.com/watch?v=3yrnXwLfwWU

When you do the same for erotic celebs this sometimes is even more bizarre ... (some of the youtube videos are a bit scary, so no link added :lol: )

So why did I mention that? Because I guess she could be very beautiful also, but you leave this decision to the viewer. So it was a great job creating her like this, Mindfront.

Mindfront wrote:The last weeks has been very busy making new targets to enhance the base mesh after reading this viewtopic.php?f=7&t=16138
...


A lot of very special targets. This shows me that I should really take a closer look to legs and feet. At least in virtual world ... :lol:

Re: Body study as seen from my perspective

PostPosted: Thu Aug 30, 2018 12:19 am
by Mindfront
wolgade wrote:Looks great. She'll never get a modelling job, but exactly for this reason she's much closer to real life. Btw: How did you do the freckles?
First I made a base freckle texture
Freckles_texture.jpg
Base freckle texture

and added it to the character, adjusted the size with mapping,
Freckles_1.png
Preparing texture for baking

and baked to a new texture to cover the whole body
Freckles_2_baked.png
The full body texture baked

changed the material to use the new baked texture and clone paint to remove all visible UV joints.
Freckles_3_texture_painting.png
Remove the visible UV edges

This gave me a good foundation. Then stencil painted using an prepared image (unfortunately deleted :oops: ) with alpha and only freckles.
Freckles_4_stencil_painted.png
Stencil painting on some parts

Finally in Photoshop made some corrections, some parts of the freckle texture is removed on the ears, feets and hands, lips etc. and added it on top of Jennifer's texture and adjusted the colors. (Here I thought of making a freckled skin texture on an original MakeHuman skin texture but that have to wait as I first must prepare my new targets.)

punkduck wrote:Hmmm, really? Girls with freckles are something very special because it adds some natural effect to the model. And you cannot always recognize a model on the street. Fanny wears no sexy dress and the hair is like in a everyday situation. She looks a bit sad and tired.
Fanny prefers to dress in jeans and sweaters, maybe a dress at some occasions but not the first choice :) And a bit sad having some health problem but not enough to fooling around when Jennifer and Samuel tries to have an concert :roll:

punkduck wrote:So if all these cosmetical or artificial assets are missing, we have to take a closer look. The face itself has no ugly form, no big nose, eye-distance and eye-size are quite equal, she has higher cheek bones and a small chin. With a little help here and there (hair-do but NOT geometry) she will look more beautiful than my characters. Although this might not be the goal for this character, but I'm absolutely sure for me it is possible to create a picture with Fanny where all people say "wow" ... ;)
MakeHuman Makeover and strait to Australia's Next Top (3D) Model (I like that version, more warm and kind than the others I hav seen.). It is interesting with contrasts, as there is no ugly persons just ugly behaviours. A nice personality outshine any looks.

punkduck wrote:
Mindfront wrote:The last weeks has been very busy making new targets to enhance the base mesh after reading this viewtopic.php?f=7&t=16138
A lot of very special targets. This shows me that I should really take a closer look to legs and feet. At least in virtual world ... :lol:
:lol: Legs seems to be very popular in some cultures ;) The problem when using my feet targets is that some shoes can be distorted but I solve this by using a dress dummy without those targets.

Now back to MakeHuman and Blender to start prepare my latest targets... still must do the previews. Oh no, I must get to bed, I have things to do later today, it's 02:14 AM here.

Re: Body study as seen from my perspective

PostPosted: Fri Aug 31, 2018 12:51 pm
by Mindfront
Time for next set of targets, made to be used with Blender subsurf. When morphing the shoulders I first made them a bit better looking than this but then I discovered that they leaked through almost all clothes so I had to compromise. It is also important to know that some targets may change how some assets look. The feet and breasts inframammary fold make impact on assets dependent of the original mesh shape. My solution for that is to make a dressing dummy without using those targets and then in Blender move them to the original character.

Arm Lower Shape: http://www.makehumancommunity.org/targe ... shape.html
Arm Upper Shape: http://www.makehumancommunity.org/targe ... shape.html
Arm Wrist Ulna: http://www.makehumancommunity.org/targe ... _ulna.html
Armpit: http://www.makehumancommunity.org/target/armpit.html
Breasts Inframammary fold: http://www.makehumancommunity.org/targe ... _fold.html
Chest breast upper: http://www.makehumancommunity.org/targe ... upper.html
Ear details: http://www.makehumancommunity.org/targe ... tails.html
Ear in: http://www.makehumancommunity.org/target/ear_in.html
Hand Fingers correction: http://www.makehumancommunity.org/targe ... ction.html
Hand Hypothenar: http://www.makehumancommunity.org/targe ... henar.html
Hand Thenar Eminence: http://www.makehumancommunity.org/targe ... nence.html
Mouth Lips Thicker inside: http://www.makehumancommunity.org/targe ... nside.html
Nose alar crease: http://www.makehumancommunity.org/targe ... rease.html
Nose hole center: http://www.makehumancommunity.org/targe ... enter.html
Nose hole up: http://www.makehumancommunity.org/targe ... le_up.html
Shoulder Shape: http://www.makehumancommunity.org/targe ... shape.html

Some examples of the Ear details target:
Ear_details_using_subsurf_x1.png
Ear details target on a default character

Ear_details_on_Jennifer_before_after.jpg
Ear details target on Jennifer


Here is a comparison render. The most noticable is the ear but also the armpits and shoulders got enhanced.
Jennifer_before_after.jpg
Jennifer with some of the new targets


To make more profound tests of the targets on Jennifer and Zakiya I made some scenes for the fictive movie "Zakiya 1". All characters also use Blender modifier "Corrective Smooth". Here is the result (leaving out the most violent parts).
Mindfront_-_Zakiya_1_image_series_family_version.jpg
Zakiya 1 a fictive movie image series

Re: Body study as seen from my perspective

PostPosted: Fri Aug 31, 2018 4:21 pm
by wolgade
Great to see you again. Thanks for sharing your knowledge (freckles) and your targets. BTW, great images.

Re: Body study as seen from my perspective

PostPosted: Sat Sep 01, 2018 9:13 am
by punkduck
Hi

This is really great. And the making-of at the end ... with all the artists. Even the bad guys survived the attacks of the ladies without permanent damage. :lol:
Also the information about to create the freckles and especially the targets are very interesting.

Thanx for that,

Re: Body study as seen from my perspective

PostPosted: Wed Sep 26, 2018 2:16 am
by blindsaypatten
These skin textures are astounding! They're just on a whole new level of realism.

One question, what is it that causes the camera woman's eyes (bottom frame of the image strip) to look so odd?

Re: Body study as seen from my perspective

PostPosted: Sun Oct 07, 2018 9:37 pm
by jujube
Procrastinating on something else pushed me to finally quit procrastinating and download all the mindfront targets. I will enjoy using them :D

Re: Body study as seen from my perspective

PostPosted: Tue Oct 16, 2018 12:23 am
by Mindfront
wolgade wrote:Great to see you again. Thanks for sharing your knowledge (freckles) and your targets. BTW, great images.
Embarrassing that I accidentally deleted the original alpha stencil freckle texture. Hopefully next time I can have the promised texture ready.

punkduck wrote:This is really great. And the making-of at the end ... with all the artists. Even the bad guys survived the attacks of the ladies without permanent damage. :lol:
One can not get rid of the main bad characters already at the beginning as they must be fit for Zakiya 2 :D

blindsaypatten wrote:These skin textures are astounding! They're just on a whole new level of realism.
Thank you, I am, for now, quite satisfied with the result. My primary goal is for the moment reached and, when got time, continues with adjusting details like body shapes and correct small texture glitches. Then still working to find better vertex weighting and settings for Blender's corrective smooth modifier I hope later share. Latest I have worked on new eyebrows, eyelashes and eyes textures and material.

blindsaypatten wrote:One question, what is it that causes the camera woman's eyes (bottom frame of the image strip) to look so odd?
She have Big Head's eyes which is more dark grey than the others. It had been better using some of the other characters eyes but I was sloppy ;)

jujube wrote:Procrastinating on something else pushed me to finally quit procrastinating and download all the mindfront targets. I will enjoy using them :D
Hopefully they won't be a disappointment. The "Foot Toe correction Female" is about to be updated (later) as I am not satisfied with this result.

Inspired by Pirata_62 sci-fi art I dug into my old projects and recovered a scene made right after I discovered MakeHuman. It was ment to be a still image series music video but as usual in my case got stuck in technicalities and forgotten until now, updated with Jennifer and finalized. Here is two comparision renders, the first made sometime 2014. It was this scene the fishing hat was made for.
Outpost_Neptune_01_Before-After.jpg
Outpost Neptune 1 old vs new

Outpost_Neptune_03_Before-After.jpg
Outpost Neptune 3 old vs new