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3 Dimensional Chat / Make Human

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Redmotion
21
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Location: Mmm mmm.. Marmite
Posted: 8th Dec 2007 12:09 Edited at: 8th Dec 2007 12:10
This isn't new but there are no threads yet (that I could find) - so here it is.

Make Human is a FREE character model generator. Its by no means perfect yet but its early betas are promising. It pretty much allows you to create any human body type imaginable. Fat, thin, young or old. the only problems at them moment are the heads don't change so much as the body and you can easily end up with a manlike head on a womans body! You can export to .obj, load into your favorite modeller and replace it anyway!

Future versions I've heard will include animation rigs, hair and clothing. If it gets that far it'll be an indie developers dream.

Go here to check it out and download.

http://www.dedalo-3d.com/index.php

Check out The Grand Machines! & Black Mesa: Source <- vote @ www.moddb.com
Deathead
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Posted: 8th Dec 2007 12:23
Make Human cannot be used in games so its pretty much pointless.

[href=http://www.freewebs.com/deatheadstudios/]

[/href]
Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 8th Dec 2007 12:24
I do not really support this software as it seems just a way for people who can't model to act like they can, and the models really doesn't end up that great either.
I would say, just learn to model it aint to hard.

Let's see how many peoples at BLAAAAAAAAAAAAAAAAAAAAAAAHHHHHH.... scared you there eh?
Quote: ""One day I realised that people on the whole are idiots""
- Raven
hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 8th Dec 2007 12:43
make human produces useless topolagy what is imposable to rig well. and the amount of time it takes to fix a MH modal you could make 3 from scratch!

Venge
18
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Location: Iowa
Posted: 8th Dec 2007 14:14
Using MakeHuman and calling yourself a modeller(james hardy) is like using FPSC and calling yourself a programmer.
Redmotion
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Posted: 8th Dec 2007 17:15 Edited at: 8th Dec 2007 17:19
All the comments here are a bit shortsighted and WRONG - but hey, that's your loss.

I could go through each post and tell you why you're wrong but...
...it'd take to long and i've got better things to do.

(Maybe it's also like pretending you run a games software studio while you're sitting alone in your bedroom. )

Check out The Grand Machines! & Black Mesa: Source <- vote @ www.moddb.com
Venge
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Posted: 8th Dec 2007 17:44
Ok...So you're saying that we're wrong and you are right simply because you say so? I've used MakeHuman. The meshes are messy, and impossible to rig. Go ahead and use it, but if you post pics your "models" here expect to get a lot of criticism.
Blobby 101
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Location: England, UK
Posted: 8th Dec 2007 18:02
Quote: "make human produces useless topology what is imposable to rig well"

ok, so what's wrong with that? i'm not expecting you to go through them all Redmotion, just that bit. so, You think the topology of makehuman models are good enough to rig well? you want to know what i think? I think you're just saying that cos you think makehuman is good just for the purpose of being easy and i don't even think you know what topology or rigging means. you were just saying it's wrong because you don't 100% understand it. Open your eyes - this part of the forum is for 3D modeling so almost everyone here is going to like modeling there own models, which means they'll know what they are talking about.
Quote: "All the comments here are shortsighted and WRONG - but hey, that's your loss."

to me that's the ONLY comment here that sounds shortsighted.


thanks to deathead for the sig! please Click on it!
Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 8th Dec 2007 21:56
MakeHuman has come along a hell of a lot since i last seen it, its still not satisfying to use preset models in your games and as far back as i used it, it didn't create completely unusable topology, if you know your way around a program then its easy to clean it up. Its still more rewarding to create it yourself, the amount of crap that i see that is clearly someone else's work or people who use the bipeds (in max) automatic walk tool and pass it off as their own walk cycle, just pisses me off.

Redmotion
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Posted: 9th Dec 2007 12:45 Edited at: 9th Dec 2007 12:48
I guess this needs answering after all.

The new version of MH has all the meshes redone. There's a pdf on the work at the website, if you care to take a look. The next stage of development will involve adding rigging so that exported models will be instantly riggable or already rigged. The mesh is also designed to subdivide well for taking the base meshes into Zbrush - and tweaking it.

Of course, this isn't for everyone. But why, as a developer, would you want to invest so much money in creating character models from scratch when you could cut some corners.

Also, for those saying that this has no relevance to modellers, unless you can model this well already, I'd seriously suggest you take a look at a few presets in your favorite modeller so you can see how to do varying topology on character meshes.

If I was going to use this program I'd be using the base mashes as something to put low-poly clothing mesh over - I'd probably remove the original mesh at the end - since, unless you were doing a nudist beach simulator these models would be useless anyway. Here though, you can generate many body types which saves you hours of time and gives you a good accurate starting point.

Do you really think people will need character modellers for their projects for ever? Think again. The speed of progress in technology and science, coupled with gamers desire to see more and more realism in games, will mean that devs will need software to make difficult tasks like this quicker, easier and less prone to "human error". Such as procedural character and animation generation. Just think back to all the jobs that changed when games went from 2d to 3d.

I also put you in direction of this software: Gencrowd

There you go the head and base body sorted (if you can't afford 20 character modellers on your team - like everyone here I guess). This sort of stuff could be a godsend for smaller studios who need to provide many characters but lack resources. From what I've seen/heard the developers of Kane and Lynch should have used this sort of tech. Mass effect did and made it part of the game.

Check out The Grand Machines! & Black Mesa: Source <- vote @ www.moddb.com
Insert Name Here
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Joined: 20th Mar 2007
Location: Worcester, England
Posted: 9th Dec 2007 13:56 Edited at: 9th Dec 2007 14:04
Quote: "Of course, this isn't for everyone. But why, as a developer, would you want to invest so much money in creating character models from scratch when you could cut some corners."

Becasue then you have more originality and can claim what you have done as actually your own work and not some cheap peice of 'corner cutting'?

Seriously, some of us might have taken you seriously and listened to your arguments, but because of your
'All the comments here are a bit shortsighted and WRONG - but hey, that's your loss',
you just sound arrogant and silly, so we're always going to be trying to find ways to counter your arguments.


Sudoku arts, the rabi and Nancy DrewG
Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 9th Dec 2007 14:29
I agree with the above post, rather model yourself and get exactly what you want with a good mesh to work from than do it in some generator and get something that looks more like a frog than a human...

Venge
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Location: Iowa
Posted: 9th Dec 2007 14:36
Quote: "Do you really think people will need character modellers for their projects for ever?"


Do you really think people will want original looking games that don't contain a cookie-cutter mesh for every single character?
And besides, not all characters are humans.
Oolite
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Posted: 9th Dec 2007 15:14
I believe red motion was trying to say that you should use them as a generic base model for your human characters, not just as they come from MH. Everyone should have a generic male/female biped character as it makes work a hell of a lot easier, whether its custom made or from an open source program it still helps a hell of a lot and saves making the entire model every single time.

Redmotion
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Posted: 9th Dec 2007 17:44
I posted this for people who might find it useful. If I needed a game full of a variety of human figures i'd start with Make Human.

And using MH as part of your toolset, you're still going to get something more original than buying stuff from Turbo squid or a game character model pack.

Check out The Grand Machines! & Black Mesa: Source <- vote @ www.moddb.com
Alucard94
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Posted: 9th Dec 2007 18:40
... or you could just model it yourself and get it exactly as you want it

Reality Forgotten
FPSC Reloaded TGC Backer
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Location: Wichita Falls TX
Posted: 9th Dec 2007 23:22
Quote: "... or you could just model it yourself and get it exactly as you want it "


Kind of funny if you think about it. Your statement is correct though; many people lack the skills to create organic models. I am one of those people. I can create mechanical stuff all day long but fall short when it comes to humans. MH would be a valuable tool for me to use as a base reference model. Like RedMotion stated

Quote: "unless you were doing a nudist beach simulator these models would be useless anyway."


What is wrong with people using MH to model clothing that will eventually become the human model as opposed to use MH's meshes. There is no real difference between someone using MH and another person using the same human mesh they had created as reference for another model they intend to create.

*other than the simple fact that they created the base model*

This tool is intended for those that want to mass produce and/or can not make human models themselves. If this program isn't your bag then cool, please stay of the backs of those who would use it...


Cheers,
Dave


roving mind
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Posted: 10th Dec 2007 21:34 Edited at: 10th Dec 2007 22:28
I've used it, up to version .9, i havn't used any of the models in anything. Maybe i should say i played with the features. I agree with Redmotion in that it has its place. I also agree with everyone else that you should be able to model a human figure on your own.

That being said, for this forum the meshes produced seem a bit to complex for game characters with this software. I ended up deleting it from my HD because i had no use for the models. Way to high of a poly count. Now i'm learning how to do my own Low-poly game characters.

Maybe i'll redownload it for some high poly animation character meshes when they update it again. Maybe by then i'll be able to make my own high poly characters. As I see it, Its a usable open source tool for single frame renders since the model itself can be posed a bit before exporting.

I might download it again to make UV maps of highpoly faces and bodies since i'm absolutely terrible at texture map creation. (yet another thing that needs practice, practice, and more practice)

edit: i downloaded the .9.1 build and it does look smoother but its missing to many of the controls of the .9 release. I suggest anybody actualy interested in this, wait for the finished stable release the website says is forthcoming.

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