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Mood-me Skin Making
#1
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Many users asked how to make a skin that suit the sdk engine so now I will try to explain the process step by step.

First of all download the base mesh.

Save time and get our Photoshop template which consists of a base mask and a transparent layer with the UV polygons map overlayed and a demo skin.

Open the obj "model.obj" in your favorite 3d editor (I will use Lightwave 3d in this tutorial).

The obj should looks this way:
[Image: tut01.jpg] 
You can notice that the obj is upside down and facing in -Z. You must not rotate or translate the obj because the tracker rely on the position of the points of the mesh.
To work more easily you can rotate the 3d perspective view this way and open the UV Map view too:

[Image: tut02.jpg]

The model refers to a single texture named model.png that is a 32 bit png with alpha. The image size is 1024x1024 that is a reasonable one for most devices. You can increase to 2048 if you are confident with the target devices' graphic power. Lowering to 512 or less should be avoided.
[Image: tut03.jpg]

The texture is applied to just one surface named default_Smoothing. In the image below you can notice several surfaces named L_XX that are used by the engine to identify the landmark points, for instance: L_08 is assigned to a single point polygon in the position of the landmark 8. There are 66 landmark points.

For reference you can use the image below.
[Image: Forum002.jpg]


Now, if the obj has been loaded correctly, switching in a texture shaded view, you should see something like this:
[Image: tut05.jpg]

Now you can easily notice that the right eye has a problem with the uv coordinates in the texture. 
[Image: tut06.jpg]

IMPORTANT:
Don't stretch the texture to conform to the uv map but change the uv map instead.

Features like eyes and mouth must be fit correctly in the uv map, brows, cheek nose and anything else should bit fitted in the best way that follow the texture and doesn't results in too much distortions on the mesh.

[Image: tut07.jpg]

Now that you fitted the uv map on your reference texture, you can customize the map as you wish.
Open the PSD file in Photoshop and change the texture. In this case we are making a zombie:
[Image: tut08.jpg]

Use a mask to take out the part of the mask that you don't need and that doesn't fit the uv map.
Try to make smooth and blurred edges in the eyes, mouth and face profile to enhance the user's face blending.
[Image: tut09.jpg] 

Export always as png32 with alpha.

Assign the image to the mesh texture and save it as an obj.

[Image: tut10.jpg]

If everything gone well you can test the result:

[Image: tut12.jpg]

[Image: tut11.jpg]

IF THE SKIN DOESN'T LOOKS CORRECTLY IN THE APP OR DOESN'T LOAD AT ALL, ALWAYS CHECK IF THE EXPORTED OBJ MESH HAS THE SAME STRUCTURE OF THE BASE ONE, WITH ALL 66 1-POINT POLYGONS AND ONE DEFAULT MESH GROUP.


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