Haytch has done a very nice conversion of this tutorial to PDF for those that want to work with it off-line. Thanks Haytch!
http://blenderunderground.com/files/use ... PartII.pdf
This is part II of the MakeHuman threads. If you haven't looked at Part I please do so now to get up to the point we are at in this tutorial. Part I can be found here:
http://blenderunderground.com/forums/vi ... php?t=1038
If you will recall in Part I we had the mesh imported but it was a mess. The collada importer has made 2 scenes with the mesh on its back while the WaveFront importer fared a little better but still has the parts named wrong and doesn't have an armature. They both have UV material problems as well as some mesh problems. This tutorial will clean those up and get us ready for the rigging.
The first part deals with the Collada imported mesh and armature while the second part deals with the WaveFront mesh. Which part of this tutorial you use will depend on which importer you used. So without further ado, here we go...
Collada Imported Mesh Cleanup:
This should be similar to what you get after importing from MakeHuman using the collada importer:
The first thing we need to do is get rid of the two extra scenes the importer created and get the mesh and armature to the main scene. To do this, deselect everything then re-select everything using the A-KEY. Once you are sure that everyting is selected press CTRL-L and select "To Scene" from the resulting menu. Lastly, select "scene" from the list it provides. We can now safely delete scene.001 and scene001. To do this click the "X" next to the scene selector at the top of the Blender Window for both those scenes:
What you are left with is the main scene called "scene" If you take a look at the outliner you will see that you have one armature (joint0) and one multi-material mesh (mesh-Geometry-scene):
At this point the mesh and armature is still on its back though. With everything selected (A-KEY if it isn't selected already) go to top view NUMPAD-7 and turn on the rotation manipulators CTRL-ALT-R. Grab the red manipulator and rotate forward 90 degrees. Holding the CTRL KEY will help loads in getting it at exactly 90 degrees. I then turn on the translate manipulator CTRL-ALT-G and move everything forward until the middle fingers are on the axis line:
The last thing we need to do is separate the mesh down to the parts we will need. Remember, it is a multi-material mesh so we will use this fact to do the separation. Select the mesh and TAB into edit mode. Make sure everything is selected in edit Mode A-KEY and press P-KEY to separate. Choose "By Material" and let it fly. What you wind up with in the outliner should look like this:
Well that made things more complex...

What has happened is Blender has separated each mesh part by the material that was assigned to it but in the process it has given each part a blah name as well as retained the multi-material for each part! We are going to clean both these things. Select one of the parts in the outliner. Clicking that part while holding the CTRL key in the outliner will allow you to rename the parts. Let's do that for each part. These are the names I used:
I recommend you use those names as well since they correspond to the material that will eventually be assigned to them. Next is to deselect the materials that don't go with that part leaving the materail that does. Go to the editing panel (F9) and delete all the materials for each part:
Now go to the materials panel (F5) and select the material for each part using the drop-down menu in the Links and Pipeline tab:
Here is a complete outliner listing showing the name changes and material assignments:
You should notice that I used the same CTRL-Click method in the outliner to rename the geometry giving each geometry the same name as the object name. I also rename the armature from joint0 to armature. Later we will be renaming all the bones in the armature so it is OK to leave them alone for now. The last thing to do for the mesh cleanup is to TAB into edit mode for each object and press ALT-J to convert triangles to quads, apply set smooth and subsurface if you want.
WaveFront Imported Mesh cleanup:
WaveFront does a much better job of getting the mesh and materials into Blender. As you can see below, the objects came into Blender with the names pretty much intact only prefacing it with "mesh.obj_". I still like to clean these up to make it more my own so using CTRL-Click in the outliner, rename them the same as we did in the Collada tutorial by selecting then CTRL-Clicking and typing in the name.
Notice that unlike the Collada importer the WaveFront importer doesn't bring in the armature or the skeleton. The last thing to do now is the conversion from triangles to quads. TAB into edit mode for each object and press ALT-J.
We are now officially done with the cleanup of both imports. It's now time to apply the UV textures.
Texturing the Character:
If you remember in the first tutorial I showed you the structure of the MakeHuman directory:
Code:
makehuman
|
|___mybackgrounds
|
|___mybs
|
|___mycollada
|
|___myobjs
|
|___myposes
|
|___rendering
I also had you remember where it installed MakeHuman just in case you didn't follow my instructions and render your character in MakeHuman. What am I leading to here? Well, there are two locations to get the maps. The first is in the makehuman/rendering directory. It will only be there IF you rendered from within MakeHuman. If you didn't render or if you didn't install aqsis (or it isn't working right [Ivan]) The files we need will be located in {MakeHuman Install Path}/rib_data/textures_data (on my Linux system they are found in /usr/share/makehuman/rib_data/textures_data). They are also located in makehuman/rendering if you rendered but they have a file extension of .tx and are multi-layered. You only need one layer for each file we are going to use. I will act as if I didn't render for this tutorial...
The files we need to copy (DON'T MOVE THEM!) are:
body_bump.tif
body_color.tif
body_specular.tif
eyebrows_alpha.tif
eyebrows_color.tif
eyelashes_color.tif
eyes_color.tif
eyes_reflection.tif
head_bump.tif
head_color.tif
head_specular.tif
Remember, if you get them from the makehuman/rendering folder you need to rename them *.tif and edit in a graphics program like Gimp to get it down to one layer.
By the way, don't try to use the images I provided above because they were modified for the BU website and aren't what you need.
The body and the head are brought into Blender in the same exact way so I'll only describe the head here. The tongue and teeth UVs are found on the head mappings. The eyelash and eyebrow color mappings are transparent.
Head_Mappings:
I am going to use the Collada Import for this but it really doesn't matter which you use since they both are done the same way. The first thing we need to do is set the specularity to 0.00 and hardness to 1 on the following objects:
body, eyebrows, eyelashes head and tongue. While we are here either delete or move the skeleton to another layer since we won't be using it. I prefer to delete it but who knows, maybe someone will find a use for it...
The next step is to split the 3D window and setup the resulting window as the UV Image Editor window:
Next, select the head and TAB into edit mode.Make sure all the verts are selected A-Key, In the Image Editor select "Image->Open" and browse to the head_color.tif file you saved earlier.
You should now see something similar to this:
Also, the image should be listed in the image selector box:
Notice that the outline of the head is below the image. We need to move it up to cover the image. With your mouse over the verts in the image editor press A-KEY then then the G-KEY then IMMEDIATELY press the Y-KEY to constrain movement to the Y-Axis. Move the verts to cover the head like so:
It may be necessary to zoom in on the head in the 3D window and change to textured mode (ALT-Z) like I did to see where the lips fall on the model. Also rotate the view in the 3D window to ensure you don't have any seams. When it looks right, you can proceed.
Now comes the hard part. We need to tell Blender to use the UV on renders. More, we also need to set the bump and specular maps. To do this we will be in the materials tab (F5) switching between the materials button and the textures button.
The first thing we need to do as add a new texture. In the Materials panel select "Add New" in the Texture pane. Call it Col.
This is the Color UV map so we need to setup the Map Input panel like so:
This turns on Color, specularity and and mirror using the map as the values for them. It may seem strange that you are turning on a mirror value but if you think of it, human skin has some oils. Not much but some. This setting allows the map to set the levels. Next is the map to panel:
Next, we switch to the textures button and select "Image" for the color map.
In the Image Select panel choose the head_color.tif image you loaded in the image editor. You do this by selecting it from the drop-down menu next to the "Load" button.
Lastly, the settings for the map image panel that will result.
Now for the bump map. A bump map is an inverse image that describes height hence the word bump. To do height in Blender, we need map them to the normals. Here is the settings for the bump:
Load the bump map into the image dialog on the Image panel. Don't try to do it in the image editor or you will mess things up royally.
Lastly is the specular UV. Like the bump map, the specular UV is an inverse image affecting the hardness. Here are their settings:
That's it for the head. Repeat the same procedure for the body, tongue teeth. The tongue and teeth use the same maps as the head. Next we will do the eyebrows. The eyebrows and eyelashes are a special case since they have transparency in them. To make transparent UVs act properly and allowing the background texture to show though we must first turn off traceable and shadowbuf and turn on ztransp in the Links and Pipelines of the Shaders (F5) tab.
As well as turn the alpha down to 0 in the Material tab.
Then, just like the body, you map in the eyebrows_color.tif
Now for the material panel settings:
And the Alpha using eyebrows_alpha.tif
Make sure you turn ON the "NORGB" option or you wind up with dark blocks for brows.
Lastly is the eyelashes. The eyelashes only has the color so use alpha as well as col.
The eyes are mapped in the same way as the body but map the eyes_reflection.tif to specular. That's it for getting the UVs onto the character. Next tutorial will be on rigging this beast. If you have any questions about this or the first tutorial, don't hesitate to ask.
Part III of this tutorial can be found here:
http://blenderunderground.com/forums/vi ... php?t=1128
where the fun continues....
