Game Editing > 3D Modeling & Content Creation
How do I add eyes to UniHuman?
sam1:
Thanks alot for the tips. Yesterday I shift+rmb selected the visible parts of they eyes in editmode and flipped normals and the result was this:
http://img856.imageshack.us/img856/1456/screenshot79785.png
I still have that spiky thing sticking out of her jaw below coming from her left eye and don't know what to do about it. Also the eyes look weird and are not in their correct places so I have to do them again unless theres a procedure to fix them in edit mode somehow.
I was wondering what that round thing was when I had accidentally pressed b twice earlier so it's nice to know what it does;D. I just noticed it gets bigger or smaller with scroll wheel which is very handy.
I will ask the PAS staff if there is UniHuman with eyes available and also notify that the registration form may have some issues.
kat:
You've got a couple of issues to content with and the fix is a little fiddly if you're not familiar with using Blender yet;
(1) The eyes look the way they do because they don't appear to be UVW mapped or properly textured, you need both for game use. Have a read through this section of the above tutorial on UVW mapping.
(2) the positioning issue is likely related to vertex parenting - I've not yet written a tutorial on this (I'm doing one at the moment but it won't be available for a while). In Edit mode, you need to check the assignments of vertex_groups to the mesh, the eyes need to use the same ones as the head and only the head otherwise they may be unduly influenced by additional groups (which will pull the sub-meshes out of shape).
Select the mesh in "Object" mode and switch to "Weight Paint" mode (an option available in the 3DView header - the mesh will turn 'blue'), you'll be able to see the colour influences of each group on the mesh. Select the 'head' group and see which elements change colour. The eyes should turn red.
(3) the 'spike' exiting the chin is a vertex that hasn't been 'weighted' and/or isn't yet assigned to a vertex group. When that happens Blender automatically parents the elements to the 'root' bone of the mesh on export, resulting in what you see. So again in "Weight Paint" mode, be sure all the eye sub-mesh vertices are assigned a group (refer to the 'blue' areas in the image above).
The round thing in 2.49 is "Border Select" - have a read through this section of the "Learning Blender" tutorial to learn more about using it.
sam1:
Ok I'm going to need soon some smart pills to go through this all and your tutorials but for now I managed to get rid of the spike by weightpainting the nonred parts of the eye:
http://img15.imageshack.us/img15/615/screenshot104038.png
I had to go inside of the head in wireframe mode because I couldn't get only the eyes visible like in your picture. Then in edit mode unwrapped and I think I see the eyes in there with something in the middle I'm not aware of what it is, and the image flipped 90 degrees but I can always rotate it in gimp when coloring and then rotate back for the blender. Here's the UV map;
http://img687.imageshack.us/img687/3507/sam1headhead.png
I haven't textured yet except before I splitted the mesh in three; head, torso and legs, because the uh model was in 3 parts too and had 3 skins. I just wanted to see what part of the UVmap was hair, legs arms and so on so I colored the different parts, made shirt and pants and painted some toenails or what I thought to be the toenail, not the bottom side of the toe:D
Thanks again for the help. I emailed to PAS team and asked about the registration and possible unihuman with eyes, now waiting for their reply.
kat:
Sorry yes, I should have clarified, I detached the head so you could see the issue more clearly because it's difficult to make sense of what's going on from the inside. You seem to be getting the hang of the problem though, just make sure you don't inadvertently overwrite any original data with the changes you're making otherwise it might cause compatibility issues in-game.
sam1:
I got the clothes on for her in blender but not in the platinum arts sandbox;
http://img851.imageshack.us/img851/3885/ruv2.png
and the other eye has some issues, missing parts...
http://img408.imageshack.us/img408/4534/eyebroken.png
but overall I'm happy I managed to cloth her in blender which I couln't achieve without your tutorial because I had no idea it had to put in the materials first and then textures and so on.
No email from the platinum arts team yet so waiting.
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