MakeHuman Demo Released.
by Jeffrey Bakker · in General Discussion · 11/07/2005 (12:02 am) · 7 replies
A public pre-alpha release of MakeHuman is now available for download. MH was previously a set of individual Blender python scripts for building and morphing humanoid 3D models, and is now its own standalone application.
More info available here.
More info available here.
#2
11/07/2005 (12:25 am)
I used this in blender and low poly is a no-no. We did manage to create characters, run them through the decimator, but the resulting meshes need a lot of editing so its probably not worth the effort.
#3
This preview version of MH has no save capabilities, so it's good enough for playing around with, but don't go making your perfect model only to find out later you can't save it.
11/07/2005 (12:44 am)
I'll assume you meant low poly. My only answer that, is that they did plan on having 3D games as being one of MH's target purposes, so I can imagine (or at least hope) that they will consider poly count. I hope they will include a lower poly base mesh that works with the morph targets. If not...oh well, I am personally satisfied with my own character modelling skills in Blender (yet it is very time consuming).This preview version of MH has no save capabilities, so it's good enough for playing around with, but don't go making your perfect model only to find out later you can't save it.
#4
11/07/2005 (1:25 am)
Probably won't get low poly models ever from this, but think of how nice you could render cut-scenes and intros with it. This is FANTASTIC! I have donated, and I recommend everyone who uses blender and plans to use this tool, to do the same. But hey thats just me ;)
#5
I asked on their forums if they had plans for making low poly base meshes for use with real time rendering in games, etc., and they replied that they do in fact have plans for low poly/poly reduction in later releases. In the meantime, editing the mesh manually for poly reduction apparently doesn't take too long, according to a guy in this forum thread.
Not that I can't model my own characters (which I still plan on doing for main characters and enemies), but when you're planning on having 30-50 character extras in your indy game, hiring an artist for designing 30+ characters is not within an indy budget. Even good quality model packs look too expensive for most indies. MH will be a godsend to game designers (especially ones that can't afford to hire artists) once it has low poly capabilities.
12/07/2005 (12:30 pm)
MH standalone beta came out a couple of weeks ago, with the ability to save and export to .obj.I asked on their forums if they had plans for making low poly base meshes for use with real time rendering in games, etc., and they replied that they do in fact have plans for low poly/poly reduction in later releases. In the meantime, editing the mesh manually for poly reduction apparently doesn't take too long, according to a guy in this forum thread.
Not that I can't model my own characters (which I still plan on doing for main characters and enemies), but when you're planning on having 30-50 character extras in your indy game, hiring an artist for designing 30+ characters is not within an indy budget. Even good quality model packs look too expensive for most indies. MH will be a godsend to game designers (especially ones that can't afford to hire artists) once it has low poly capabilities.
#6
12/10/2005 (7:18 pm)
Well, I did what I had suggested...tried loading mesh into Max and then reducing polys using Multi Res. Works fairly well. Requries some clean up obviously, but if you need to generate a variety of different size and weight stock human models for a game, this would still be a time saver. Great application. If I use it, I will certainly end up donating to the cause. They've put over 9000 hours of work into the app.
#7
12/10/2005 (7:41 pm)
This reminds me of poser. I'll have to try it out and see what can be done with it.
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