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Digital Humans
show user profile  mike_renouf
Cool.

https://www.fxphd.com/blog/digital-human-league-first-free-data/




read 520 times
6/3/2015 9:57:04 AM (last edit: 6/3/2015 9:57:04 AM)
show user profile  Nik Clark
Cool indeed.

Can somebody with Maya export this to OBJ or FBX?

The downloads: http://gl.ict.usc.edu/Research/DigitalEmily2/


EDIT: Ignore, I forgot that Max can import Alembic files now. Derp.



read 515 times
6/3/2015 10:06:53 AM (last edit: 6/3/2015 10:30:17 AM)
show user profile  3joez
Good overall but hair and eyes look extremely fake. More, I don't understand why they use a million maps for a skin shader. Too complex for the result, in my humble opinion.
read 497 times
6/3/2015 10:32:08 AM (last edit: 6/3/2015 10:32:08 AM)
show user profile  Mr_Stabby
I thought the opposite, they are trying to fit everything into a phong shaded material which isn't even adequate to accurately represent a plastic cup. Of course there are good reasons why, namely, nobody know how to properly capture a complex SS volume such as skin but they could have just said that instead spinning something about "keeping it simple".

read 488 times
6/3/2015 11:20:29 AM (last edit: 6/3/2015 11:20:29 AM)
show user profile  Error404
The hair and eyes aren't ready yet:

"It should also be noted that we are only providing the head and skin data. We are not providing the eyes or hair data yet until we feel that we have a first version that is ready to share."


As for the "million maps", it's actually not that many maps for this. Diffuse, Spec, and scatter. The rest is displacement. How is that to many maps? Ive seen some skin setups that use tons of maps and masks, and adjustments just for the color.

www.DanielBuck.net - www.DNSFail.com

read 457 times
6/3/2015 5:20:34 PM (last edit: 6/3/2015 5:30:51 PM)
show user profile  Nik Clark
Has anyone tried it yet? The texture UVs in the Alembic file seem out of place.



read 451 times
6/3/2015 5:25:39 PM (last edit: 6/3/2015 5:25:39 PM)
show user profile  3joez
Well actually Error you are right, but honestly, to be more precise, the skin setup has got too many maps and shaders combined together:

DiffuseMap, MultipleScatterSSS, Single ScatterMap,Diffuse Shader, Specular Map->divided by 2, blended Diffuse Shader, Specular A Phong, Specular B Phong, Total Specular Additive, Skin shader Additive, Micro Displacement16k, Scale Multiplier 0.01, Mask, Masked Micro Displacement, Displacement 6k, total Displacement

Still, her face looks a bit gummy.

I take the hit about eyes and hair.
read 442 times
6/3/2015 5:43:01 PM (last edit: 6/3/2015 5:43:01 PM)
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