Closed jsbrn closed 7 months ago
Yes this can be done. Right now they are linked to hair color, but we still need to modify most of the eyebrow textures to convert them from black to white so we can blend the color with the material's albedo color property. So far this has only been done for eyebrow 001.
Ok. A few remarks.
Note that if you want custom eyebrow color you can do this without an eyebrow color picker, and independent of the hair color picker. When you select a hair color, all it does is go to each MeshInstance for hair and eyebrow body parts and set the albedo_color property on its surface override material. You can also do this manually by selecting the eyebrow mesh instance in the scene hierarchy and modifying the material directly. So if you want blond hair and black eyebrows just set the hair color to blonde and then select each eyebrow mesh and set it's surface override material albedo_color property to black.
Ok I changed my mind. I did add a new color picker for the eyebrows. But it is still tied to hair color in a way.
If you select a hair color it will select a slightly darker eyebrow color automatically.
If you want something different for the eyebrows select an eyebrow color AFTER selecting the hair color.
This is a good compromise so most people will only have to set 1 of the 2, but you can set them separately if you wish.
For some reason I did have to reload my project after modifying the HumanConfig resource script. If you run into any issues try restarting it.
That's a good compromise. Thanks!
I made a test human with Humanizer and quickly noticed that the eyebrows always match the hair color. I think hair color and eyebrow color should be separated.
That's all! Love what I'm seeing so far. I am building a sizable game and I think this plugin will significantly improve my character creation/animation workflow.