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 Post subject: Re: Eyebrows and Irises
PostPosted: Sun Sep 07, 2008 7:28 pm 
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penix1 wrote:
Turn on "texface" on the material. Any time you use a UV this should be on. I don't know if I mentioned that in the tutorial. If not, I'll have to re-edit.... :lol:


Okay, I did a bit more fiddling, and here's what I come away with... for some reason, the "Texface" toggle doesn't seem to have any effect. I've discovered that what *does* work is that the Panels -> Shading (F5) -> Map To (tab) -> Col toggle, when turned off (Alpha remains toggled on), allows the eyebrows to render properly, whether Texface is on or off. When Col is toggled on, the eyebrows are rendered in whatever colour the box in that tab happens to be at the time. (Which is actually nice to know, for if I decide I want something other than black eyebrows on my character. :) )

It's possible I'm doing something else wrong here, of course. :)

penix1 wrote:
I welcome any input on these things. It is great that people are actually using them. Surprisingly enough, a lot of good things come out of trying to explain how to do something in my understanding of the process. There is always more than one way to skin a cat so to speak especially when dealing with Blender.


I discovered MakeHuman last week, independently of this website -- a couple of days before Part III put your tutorial on the front page, even! Things just fell together. The nice thing about the tutorial is, so many of the steps are so repetitive that after the third time of going through the process for a different object, I almost have it memorized without having to peek at the instructions!

Wildcat


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 Post subject:
PostPosted: Tue Sep 16, 2008 1:17 pm 
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I can't begin to tell you how happy I am for this tutorial. Easy to follow even for someone still relatively new to Blender, and it explains the "why" as well as the "how".

However, I'm running into one problem with this part. I've done everything just as described, except for applying the texture to the eyebrows in the UV screen. The problem is that the mesh for the eyebrows doesn't show up anywhere! Everything else has done this just fine- head, body, eyelashes, etc.- but this one part eludes me. Any ideas on what's going on?


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 Post subject:
PostPosted: Tue Sep 16, 2008 4:35 pm 
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Are you getting black spots for the eyebrows? If so, you need to click the "NORGB" button as outlined in the tutorial (and discussion later on with Darth_Gimp). Other than that, I need to see what is going on with a screencapture (preferably with the Materials settings showing).

Oh, and Welcome to the boards The Rogue Wolf... :D

[EDIT]

Also, make sure your "Alpha" is turned down and ZTrans is on...

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 Post subject:
PostPosted: Tue Sep 16, 2008 6:13 pm 
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I appreciate the quick reply. The problem I was running into was a bit different- when I selected the Eyebrows and then opened the UV/Image window in order to align the meshes with the texture, I couldn't find the meshes in the window at all. For some bizarre reason, they were totally invisible!

The fix was easy enough, though, even if I did just stumble over it after six hours of wondering- all I had to do was select them in one of the 3D views and they showed up in the UV window. Strange, but if everything was that easy to fix I'd be a much happier person. ;)


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 Post subject:
PostPosted: Tue Sep 16, 2008 7:15 pm 
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Oh, it was the UV window you were not seeing it in...My bad... Yes, the selected mesh needs to be active with the verts selected (A KEY) before it shows up in the UV window. This is because Blender 2.46 and above have changed the way UV mapping is done. Glad you figured it out even though it took you some time. At least that will stick with you for a while as a lesson learned the hard way... :lol:

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 Post subject:
PostPosted: Sun Oct 12, 2008 7:21 am 
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hi penix1

i want you to thank for your great tutorial. it teached me a many.

now rdy for rigging :D


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 Post subject:
PostPosted: Sun Oct 12, 2008 8:11 am 
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Welcome to the boards gueni.... :D

I'm glad you found it useful. If you have problems on the rigging (a daunting task but one I hope you will enjoy) simply post in the Part III thread and someone will be more than glad to help.

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 Post subject:
PostPosted: Mon Nov 10, 2008 9:00 pm 
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I keep trying multiple variations for the eyebrows and the eyelashes but nothing seems to work. The material preview (on the far left) shows the texture as it should be. I believe I have everything exactly the same as in the tutorial (you're missing ztransp and the textures setup in the fullscreen shot).

ImageImage

I have both Col and Alpha mapped to their respective images in the texture buttons window as well (from what I can see there are no actual modifications to the options there, just loading/setting the images).
Any ideas?

EDIT: I am using Blender 2.48.


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 Post subject:
PostPosted: Tue Nov 11, 2008 4:46 am 
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The eyebrows have a separate alpha layer unlike the eyelashes. Also, try removing triangles (ALT-J). That should help.

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 Post subject:
PostPosted: Tue Nov 11, 2008 7:44 am 
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Quote:
The eyebrows have a separate alpha layer unlike the eyelashes.
You will notice the screenshot I posted was showing the options of the Alpha texture (Alpha and NORGB).


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 Post subject:
PostPosted: Tue Nov 11, 2008 8:06 am 
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So what do you get on a render? Remember, the 3D window may not be doing transparent unless you have "transp" on in the Draw Panel Object buttons (F-7):

Image

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 Post subject:
PostPosted: Tue Nov 11, 2008 8:37 am 
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Transp is now on, but still nothing. My render is completely black (everything). I know its probably something stupid and I probably wont even end up using the textures in my export (this is going to be animated and rendered isometric in a separate program for player animations - 2d frames).

EDIT: OH wait a second! I forgot a light in the scene! :P It works now thanks.


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 Post subject:
PostPosted: Tue Nov 11, 2008 9:22 am 
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That's funny....It is the simple things in life that trip us up.... :P

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 Post subject: Re: MakeHuman to Blender Part II
PostPosted: Sun May 31, 2009 3:52 pm 
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Oh boy - I think I have something to contribute to this thread..!

Image

... at this point in the tutorial I still saw Groucho Marx eyebrows in 3D view, i.e. the alpha was just not kicking in like it is in the illustration above. I scrubbed through the suggestions and links in this thread, and then resorted to the poking around methodology you old pros talked about.

I stumbled/fumbled onto the Texture Face tab and saw that that funny dotted face (in the eyebrow patch) meant that it was the 'active' face, and then Googled the following final piece of the puzzle, i.e. copying the alpha setting to the other faces:
Quote:
melian 15-Nov-08, 00:17
Hi... 1st post... *waves*
Don't know if this is your problem, but I found that in 2.48 you have to select all the faces (with an active face) and in the texture face panel enable alpha under "active face alpha blending", then hit "copy" to copy that setting to the other (non-active) faces.
(http://blenderartists.org/forum/archive/index.php/t-138890.html)

Would this be a version-specific annoyance then? If so, any idea why this is advantageous over previous Blender versions where such steps must not have been necessary? These steps seem to be required in 2.49 as well.

:?


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 Post subject: Re: MakeHuman to Blender Part II
PostPosted: Sun May 31, 2009 4:05 pm 
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ztransp in the "Links and Pipelines" panel needs to be on. It isn't in the image you posted above. As for the selection of all faces, Blender changed that behavior for 2.46 when they did away with "UV Mapping" as a 3D view type. Believe me, it is better this way since the old way is a pain in the rubber parts.

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