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Model Generation

Started by StVald, June 18, 2007, 06:14:55 AM

StVald

At the risk of stimulating perverts...
MakeHuman is a very cool and free tool to generate physiologically correct human models that can be posed by moving around sliders to affect characteristics. I see potential in MakeHuman for diversifying our human lineup. But, rigging isn't implemented yet. Neither is hair, clothes, materials. So, you will still have to export to blender to handle these essential components and also cut down the polycount. Nonetheless, the number of transformations you can do on the base model is amazing. Check it out. Partial nudity though, but private parts are hidden by default.
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Death On Ice

Hmm Nice. I'm glad it's for all the operating systems (Okay, most) or else we might have a flamewar on our hands..
(h3y. j00 r ignoreng meh operhaighteng sesteem!)


xyblor

How do you get the MakeHuman format converted to .md3?

.f0rqu3

obj->blend->md3 (if possible)

StVald

This should be of use in converting to md3. To get it into blender you must export as .obj from MakeHuman as forque said.

Edit: We are on the verge of their next release of MakeHuman, which the devs have been working on for the past 10 months or so. Loads of new features and most likely even clothes. Stay tuned. I give them 5-10 days :)
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leilei

makehuman isn't for games.

StVald

Where did you get your information from? The team from MakeHuman is working with ninibelabs because of the potential for makehuman in game applications.
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leilei

Quote from: leileimakehuman isn't for games.

Plague Bringer

Where's your evidence?
U R A Q T

.f0rqu3

Quote from: Plague BringerWhere's your evidence?
can you read?

QuoteThe team from MakeHuman is working with ninibelabs because of the potential for makehuman in game applications.

so it isnt for games now and probably it wont be

Plague Bringer

Quote from: .f0rqu3
Quote from: Plague BringerWhere's your evidence?
can you read?

QuoteThe team from MakeHuman is working with ninibelabs because of the potential for makehuman in game applications.

so it isnt for games now and probably it wont be
No, it isn't currently. But, can you read?
QuoteThe team from MakeHuman is working with ninibelabs because of the potential for makehuman in game applications.
U R A Q T

.f0rqu3


StVald

Dudes... I don't get what's making it hard for people to mentally bridge Makehuman and games. Just import into blender, decimate some polygons and rig. Do the animations, skin, and export as md3. Its not like the models generated in MH aren't appropriate for games. Human models are human models, you decide their purpose.
Quotepotential for makehuman in game applications.
This potential is already accessible. They are still adding elements such as auto rigging, clothes, etc. but the mesh work is pretty much complete. And even if it wasn't intended to be for game applications (but it is, among other applications), no one is stopping you from using it as such.
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.f0rqu3

Quote from: StValdDudes... I don't get what's making it hard for people to mentally bridge Makehuman and games. Just import into blender, decimate some polygons and rig. Do the animations, skin, and export as md3. Its not like the models generated in MH aren't appropriate for games. Human models are human models, you decide their purpose.
I'd rather model from stretch. this is too much work
when I use decimate on makehuman model is randomly placed polygons that look ugly in-game
game models need special care

StVald

Yeah, my apologies, there doesn't seem to be any automagic way to get it into low poly. I have tried mesh->scripts->poly reducer, but the geometry becomes asymmetric and the hands and feet and head look horrible. However, I believe its possible to cut the mesh in half then duplicate it for the other half and also only poly reduce the body at high levels while doing the hands/feet/head at lower levels. I will experiment some more and post my results. Forque, how many polys is considered good for game use? 500-600 verts?

Edit: The base human model for trem comes in over 1000 verts, but split into diff parts
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