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3 Dimensional Chat / MakeHuman

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Kyle Katarn
17
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Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 8th Jul 2007 08:02
Hey guys. I was just searching around for some 3D modeling tutorials and came across this nifty little program which makes human characters for you.

It's all High-poly but you can import them into Blender and lower the poly count to become game worthy lol.

Here's a link to the program website. If this falls under advertising, please accept my sincerest apologies.

http://www.dedalo-3d.com/
Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 8th Jul 2007 20:49
I came across this ages ago, its come on quite a bit since i last looked at it, i suppose its nice if you want to pump out characters quickly for games, but its not nearly as satisfying as making your own characters.

Poor Open Source Poser anyone? (and i don't like poser.)


[Looking for work]
Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 8th Jul 2007 21:24
I suppose one thing it has got over Poser, is that most of poser's users are perverts and use their works to tart up female characters and even turn them into rather dirty images, especially with a certain link a certain person posted at 3DW forums, plus there's renderosity that have those sort of Poser pics.

This is good for those users not wishing to 3D model their works properly - I've seen someone use this for a character in Torque and it looks like it works effectively and efficiently, though the person only took the head, he modelled the body and the body didn't keep to the right quality so it looked imbalanced, but nevertheless, if you want immediate results - it's a good program.

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hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 9th Jul 2007 00:29
Quote: "It's all High-poly but you can import them into Blender and lower the poly count to become game worthy lol."


from my point of view, lo poly is dead

learn blender, you will never regret it.

http://vector4.co.uk/SDbanner.jpg
Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 9th Jul 2007 00:52
Lo poly will never die amongst indie people, Not everyone has a coding team to fashion them a sweet game engine comparable to the AAA game makers out there..



Word!

Dave


Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 9th Jul 2007 00:54
Low poly is far from dead, how many high polygon indi games do you see coming out now?

What about high polygon handheld/mobile phone games?

Lower polygon is still better in the gaming industry because its obviously faster and with the right amount of talent and knowledge can be made to look very very good.

As far as i know, they still try to keep things as low polygon as possible, only using the polygons where needed, where as older games they would be forced to sacrafice some of the pretty graphics for sake of speed and gameplay.


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Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Jul 2007 00:57
not really - even movies use low poly models - usually in the distance though, reduces rendering times, in games if you the company isn't using Direct X 10 or high spec hardware, then some aspects will be low poly - even then they won't go into great detail - because of the increase in technology models of 5000 polies no doubt will still be referred to as low poly as the new 'high poly' standard would be set higher. I'm sure back in the days of the Amiga a high poly model is what we would call low poly now.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
bond1
19
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Joined: 27th Oct 2005
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Posted: 9th Jul 2007 01:53
It's all relative...you will always need some form of lowpoly, like for several versions of the same model for different LOD's. Even now with normal maps and per pixel lighting you can get away with lower poly counts and still have tons of apparent surface detail.

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 9th Jul 2007 02:44
Eventually it wont matter, but it certainly does right now. Think about it, computers can always get better, and will always get better, at least to the point where they can handle many high poly models at once, but the point where models look as real as they can get will peak out. Even if computers can handle 10 trillion polies on-screen at once in a full out game, nobody is going to spend the time making a trillion poly model, and even if they did, the chances of it looking any better than a 100,000 poly model are slim, unless they take the time to model every hair out of cylinders, every pore, every wrinkle, every piece of snot, every loose thread. And even if they did all that, it would be un-noticable unless you were as close as virtually possible to see the detail.

To put things in perspective, ZBrush can handle single-models made up of several million polies with ease (no lag at all).


Brain111
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Joined: 5th Feb 2007
Location: In my own little world.
Posted: 9th Jul 2007 06:50
This makes me think... In a game whith that many polys, textures would become useless. All you would need is different colored materials because rather than using a realistic picture of a brick, you could just use a red material and all of the bumps would actually be modeled into there.

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Insanity Complex
19
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Joined: 16th Sep 2005
Location: Home
Posted: 9th Jul 2007 07:50 Edited at: 9th Jul 2007 07:51
In my mind, low poly has always been better than high poly. In all truth, my original swords were extremely high poly for their quality.

My early sword pack: http://i32.photobucket.com/albums/d25/123_Insanity/SWORDPACK.jpg
^The short lived time that I thought smoothing was an awesome way to increase the quality of your models.

One of my most recent swords: http://img213.imageshack.us/img213/9886/katanawipni5.jpg

To be perfectly honest, as my skills have increased(yet they still have so far to go), the quality of my models has gone up, and yet somehow the polygon count has gone significantly down. I guess swords aren't the most high poly models to begin with, but I imagine the same concept would apply to models of people, objects, etc.


hessiess
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Joined: 30th Mar 2007
Location: pc!
Posted: 9th Jul 2007 08:41
Quote: "model every hair out of cylinders"


particle hair
Quote: "
every pore, every wrinkle"


displacement mapping.

you would stil need textures to add veriation to the coloring

supose im byast tho, i mainly do modaling for renderings, with game stuff for seadome. my idea of to meny molys is when the comp starts to lag notisubly when view is rotated.

lo just dusent look good, to me atlest.

learn blender, you will never regret it.

http://vector4.co.uk/SDbanner.jpg
greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 9th Jul 2007 09:17
hessiess you always come out with this high-poly nazi stuff! lol

Make human is a good tool. It's a bit cookie-cutterish but still a good tool.

Greenlig

Blender3D - GIMP - WINXP - DBPro
Kyhoshi
18
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Joined: 21st Jun 2006
Location: Somewhere over the rainbow.
Posted: 19th Aug 2007 13:30
if you want extremely high poly square enix-ish cutscenes then you could just put these in blender or whatever you use and subsurf, you will still need to take time to model hair and clothes though...

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RichMan
18
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Joined: 24th Jun 2006
Location: West midlands UK
Posted: 22nd Aug 2007 00:30
you said that the people could be exported band then lower the poly cound, I know about importing them but how do I lower the poly count?
when I tried it last the whole thing went wrond and it became really really deformed.

'Making safer worlds through superior firepower' - UAC
RichMan
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Joined: 24th Jun 2006
Location: West midlands UK
Posted: 22nd Aug 2007 00:30
you said that the people could be exported and then lower the poly count, I know about importing them but how do I lower the poly count?
when I tried it last the whole thing went wrond and it became really really deformed.

'Making safer worlds through superior firepower' - UAC
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Aug 2007 09:11
decimation is no way a stop gap or good solution from high to low poly models.

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