MAKEHUMAN to ZBrush-XSI

(or your favourite program for 3d modelling)

The first step is to DEFINE YOUR MESH in MAKEHUMAN. Iif you don't want animate the mesh after is better set also the pose using the pose panel in MH. Than you can EXPORT it like OBJ. Makehuman automatically write the UV coordinates, and divide the mesh in some cluster for each material and object part of you human. But for example, if you want use it in ZBRUSH you must edit it a bit. Actually MH export the mesh with only "one" UV set. In the next release we will provide to export also a set usable in good way in ZBrush.

If you want use the mesh in the figure targhets for Makehuma you can DOWNLOAD it HERE. Than in MH load the pose and the character.

Before start the displacement paint in zbrush is necessary WELD the neck vertex. (this option will avaiable in the future inside MH, now do it manually) It's necessary do this to keep the continuity of the polygons. But is not all. The mesh of MH is divided in CLUSTER to identify the materials. That's means that all the different UV coordinates overlap in the same SPACE betwin 1 and 0. So you must move the uv like in the image a side here.The head and the shape should be in the same texture, is better for controll of all the character surfaces. But is a choice, od course.

Now you can EXPORT from you application (in this case XSI) the OBJ again to z-brush and paint you displacement map. Once you have done it you can RE-export the OBJ in xsi. YES! I reccomand to RE-export it. Because in Zbrush you have more easy eidtation and in less time than every other program. But firs don't forghet to FLIP vertically the TEXTURE and trasform the IMAGE that Zbrush put out from RGB 8-bit to RBG 16-bit. Is important for the xsi displacemet. (From my test result better, but there are many ways)

The first step inside XSI is to set the goodvalues of the DISPLCAMENT. I have used in the images here a side these values:

In the CHANGE RANGE node i have set:

Old Range Start = 0

Old Range End= 1.15

New Range Start = -0.25

New Range End = 0.25

For the diplcament i have used Lenght/Distance/Angle mode in the geometry approximation.All the parameters are by default except that the angle is 180, and the minimal subdivision limit is 1.Also and important thing is to set polygon mesh discontinuity disabled in the way that all the polygon are automatically smoothed.

 

The hair are not actually yet included in Makehuman. (just for now, but i'm working on this stuff)and the hair that you see there are a prototype of the mesh that MH will gerate (i suppose, this is a test, so evrybody can change) There hair are completely POLYGONAL and this is a choice becasue we can't export parameters for every Cg program that create rpocedural hair.I'll try to do my best,but remember, this is a beta version of the HAIR.

That's all for now. For questions and ideas, contact me HERE