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3 Dimensional Chat / MakeHuman

Author
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That Guy John
14
Years of Service
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Joined: 30th Apr 2010
Location: United States
Posted: 16th Aug 2010 18:58
Anyone here use MakeHuman or attempt to use it to create characters?

anayar
15
Years of Service
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 16th Aug 2010 19:52
No, MakeHuman is waay too high poly for fpsc

Cheers,
Anayar


For KeithC
Mazz426
16
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 16th Aug 2010 20:01
he never mentioned fpsc he just mentioned characters, i'm not familiar with make human, im assuming its a program thats designed to automatically generate a human model, i'd recommend using a program like blender to generate anything 3D (not specifically blender just make sure its entirely your model) that way you can avoid any complications if you end up wanting to do something with it, if makehuman doesn't do that then sorry for going off on a random tangent but based on anayar's responce it sounds to me like a program designed to automatically generate human characters

Aaagreen
17
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 16th Aug 2010 20:07
Nah, it's a pretty terrible program.


I'd love to see things from your point of view but I can't get my head that far up my bum.
That Guy John
14
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Joined: 30th Apr 2010
Location: United States
Posted: 16th Aug 2010 21:43
Quote: "designed to automatically generate a human model"


Yeah it automaticly generates a human model exportable in a few different formats.

Quote: "recommend using a program like blender "


Yeah, I have been trying to learn blender following tutorials here and there. Just looking at other options.

Quote: "waay too high poly"

Is there a way I can go about reducing the poly count using blender?

I am not specificly wanting to use the charcters from makehuman in FPSC, would be nice though. I am more less just looking to try out rigging and animating a character that would be much more high quality then I could make right now in blender.

Quote: "Nah, it's a pretty terrible program"

Could you elaberate a bit more, without just telling me what programs are better? What is it about MakeHuman that makes it terrible?

kordman916
17
Years of Service
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Joined: 5th Oct 2007
Location:
Posted: 17th Aug 2010 06:29
If anyone here would take the time to look at the Makehuman website instead of using old information you would have realized that any model you create in Makehuman is exported in high and low poly formats.

The high poly is somewhere between 20000 - 30000 polys

But...

The low poly is barely over 5000 polys and I've been able to reduce that greatly by deleting the inside of the mouth and combining some of the toes and fingers.

By using the low-poly version you can easily create a game with DarkBasic as long as you know how to program efficiently.

To everyone else before you tell him that it's too high poly or it's a bad program take the time to actually use it and then tell him if it's suited for his needs.

Dell Optiplex GX280, 3.4 GHZ Pentium 4 processor
1.5 Gig DDR2 ram, Geforce 8500 GT 512mb
lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 17th Aug 2010 14:33
But 5k is a hell of alot considering models produced by john are ranging 3.5k. I barely get to 3k when i produce characters. You could however 'cage' trace one of there models, creating a new mesh around the the orginal, but you'd need a half decent pc for highpoly gear. That an its in the legal grey area.

That Guy John
14
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Joined: 30th Apr 2010
Location: United States
Posted: 17th Aug 2010 19:46
Kordman, from your experience, are the characters created with MH pretty much ready for rigging, if you just want to expierment?

Just so everyone knows, I understand that it is always better to start from scratch. I am really just trying to get myself deep enough into modeling with some easy to use tools to see if 3D modeling is something I can catch on to and be good at it.

I learned a lot of different things in this same manner. For instance, I started learning web design by editing templates, (Now I can work from scratch) it works for me.

Laz, thanks for the tip on "cage tracing". I will have to look it up though. Is that kind of like a "shrink wrap".. I seen someone doing that in a video...

lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 17th Aug 2010 19:55
Yea its literally building a new mesh from scratch around the make human one. If you follow the poly flow aswell you'll end up with a pretty nice character base.

I suggest looking into this tutorial aswell,

Do ignore the site name, Link

CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 17th Aug 2010 22:57
5k to 8k's the average range for characters in UDK - so that's pretty reasonable...

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