• Make Human 1.0 released
    43 replies, posted
An interesting open source tool came out today for creating human models fast called [url=http://www.makehuman.org/]Make Human[/url]. [t]http://www.makehuman.org/sites/www.makehuman.org/files/makehuman_100.png[/t] Export formats right now include: [b]Mesh[/b] * Blender exchange (mhx) * Filmbox (fbx) * Collade (dae) * Wavefront obj * MD5 * Ogre3D * Sterolithography (stl) [b]Rig[/b] (yes it can even rig the models) * Biovision Hierarchy BVH * Skeleton (skel) [b]Maps[/b] * Lightmap * UV map Quick thing I made from messing around with it for 15 minutes [t]http://i.imgur.com/DSHynH7.png[/t] Screen shot of the rigging [t]http://i.imgur.com/iemHRB4.png[/t] Will be interesting to see how easy it is to take something made in this and get it into Source. I mainly stick to mapping so I hope this is of use to someone.
Holy shit. This is going to be a great way for new modelers to get into modeling instead of jumping right into it. Also, it's a nice skeleton for editing in 3DS Max instead of starting from scratch.
That is fucking COOL.
this tool isn't to great, if you want more accurate things you'll have to search elsewhere.
just spent an hour lost in this program. fucking love it. might be making a ton of SFM ideas I had now
Can this create stylized models such as comic book characters with large, round faces and puny necks/arms and such? [QUOTE=Dark One;44252292]this tool isn't to great, if you want more accurate things you'll have to search elsewhere.[/QUOTE] It looks like it'd be good enough for anybody with at least a basic understanding of anatomy (if you even need that much) who just wants some new generic people models to work with. I'm not sure anybody in the GMod community is going to cast this away demanding completely accurate models. In any case, this looks far better than facegen to say the least.
theres a generator program that is alot better, off hand i can't remember the name but i know without a doubt this was generated with it. [QUOTE][IMG]http://tf3dm.com/imgd/l75344-human-male-89352.jpg[/IMG][/QUOTE] this is using all the settings at max, but i've got some examples i made if anyone is willing to rig them? edit Human Zbuilder
Technically one would be able to make a custom head in this that could be used on other models right?
[QUOTE=Dark One;44252668]theres a generator program that is alot better, off hand i can't remember the name but i know without a doubt this was generated with it.[/QUOTE] Man you got a weird hatred against MakeHuman. Anyway, is this program only for exporting to Blender or something? The FBX/DAE formats crash my 3DS Max upon import.
[QUOTE=Dark One;44252668]theres a generator program that is alot better, off hand i can't remember the name but i know without a doubt this was generated with it. this is using all the settings at max, but i've got some examples i made if anyone is willing to rig them? edit Human Zbuilder[/QUOTE] Human Zbuilder is nice but it also costs $250 for a license, only works with zbrush and isn't open source. Make Human is free, open source, exports to a nice variety of formats and supports plugins so you can export to more formats or add more options. I mean if you got the cash and are more comfortable using zbrush then blender go for it. [QUOTE=Viper123_SWE;44252825]Technically one would be able to make a custom head in this that could be used on other models right?[/QUOTE] Sure I see no reason why you couldn't just delete the rest of the body other then the head and neck after you export. [QUOTE]Can this create stylized models such as comic book characters with large, round faces and puny necks/arms and such?[/QUOTE] [url=http://www.aversionofreality.com/blog/2014/1/4/project-maiko-overview]Yes[/url] Here's another quick one I threw together to try doing something like that [t]http://i.imgur.com/5kew98Y.png[/t] I mean yeah you're probably going to want to do some touchup but a lot of general work is done for you.
only works with zbrush? thats a new fact considering its a max script and last i check it was a free release.
[QUOTE=Dark One;44255607]only works with zbrush? thats a new fact considering its a max script and last i check it was a free release.[/QUOTE] then you either aren't talking about human zbuilder or you stole it [url]http://psychoart123.wix.com/humanzbuilder[/url]
I'm trying it and I'm having no problems importing the FBX into 3dsmax 12. (mind you I have the latest fbx importer installed) There are some strange things though. The bones are set to 0.001 size, and the scaling is incorrect in the import. I found that if your max units are inches, exporting as inches and disabling rescaling in the fbx import works. The only other gripe I have is that the mesh exported isn't symmetrical or properly aligned. There's a slight twist starting at mid torso. Otherwise this is pretty useful, I'm going to try and scale up some bodies to the valve biped and rerig the mesh as a base for making clothing in marvelous designer.
[QUOTE=Lt_C;44256095]I'm trying it and I'm having no problems importing the FBX into 3dsmax 12. (mind you I have the latest fbx importer installed) There are some strange things though. The bones are set to 0.001 size, and the scaling is off though. I found that if your max units are inches, exporting as inches and disabling rescaling in the fbx import works. The only other gripe I have is that the mesh exported[B] isn't symmetrical or properly aligned[/B]. There's a slight twist starting at mid torso. Otherwise this is pretty useful, I'm going to try and scale up some bodies to the valve biped and rerig the mesh as a base for making clothing in marvelous designer.[/QUOTE] Did you symmetrically model it? There's an equal sign at the top of the toolbar in the program.
[QUOTE=Ninja Gnome;44255802]then you either aren't talking about human zbuilder or you stole it [url]http://psychoart123.wix.com/humanzbuilder[/url][/QUOTE] i'd say its the same title because no one bother to type 3D Max in their search as for the the authors site can't seem to find it anymore, it had the free download on there.. now of course i'm wondering whats change since then. [url]http://www.turbosquid.com/3d-models/max-human-zbuilder/708551[/url] still its a lot cheaper than that zbrush thing you mention.
[QUOTE=pepsiguy_2;44256108]Did you symmetrically model it? There's an equal sign at the top of the toolbar in the program.[/QUOTE] I just did that and it's still off. Looks like the skeleton just sort of got off center during editing and there's no way to reset it pose once it's been offset, which is strange.
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Anyone know how to import a skeleton into Blender?
its a good software but how are we supposed to rig this stuff?
[QUOTE=Viper123_SWE;44252825]Technically one would be able to make a custom head in this that could be used on other models right?[/QUOTE] Head hacking onto existing models? Sounds cool!
[QUOTE=mousedroidz21;44257362]its a good software but how are we supposed to rig this stuff?[/QUOTE] its automatically rigged. goto "Pose/Animate" tab
[IMG]http://cod1.eu/screenshots/019.png[/IMG] Made this low poly in makehuman, modelled the pants myself in milkshape 3d.
You mean MakeHuman made the low poly
[QUOTE=A big fat ass;44276582]You mean MakeHuman made the low poly[/QUOTE] Yea, I never intended to take credit for it?
As with most things like this, I think its gonna be really awesome: a simple and way to do something that I've always wanted to do, what's not to like? Then I start messing around with it and I can't help but feel disappointed. I guess it takes quite a bit of messing around to learn how to get good results, but personally I would rather spend that time learning how to do it myself, especially since I already have a bit of experience with modelling, even though i'm far from being exceptional at it.
I don't know, I'm pretty happy with using it as a link in the chain. I scaled a body to the HL2 biped and I'm starting to build clothes for it in marvelous designer. with any luck, I might have something ingame sometime this century. I wouldn't exactly call some of the features robust but it could be worse. I mean the hair and clothing choices are a joke but that's not what the program is really for, imo. [t]https://dl.dropboxusercontent.com/u/21161113/random/clothessss.JPG[/t]
This might be a lot to ask but please could some one post a tutorial on using this programme and the steps towards getting it into Source?
It'd be good if the devs eventually added some new rigs for different engines (like source, ue3/ue4) Very simple to use atm with a very intuitive interface which I quite like.
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[QUOTE=bigbadbarron;44299927]I 'made' a thing [URL="http://fc07.deviantart.net/fs70/f/2014/079/3/4/rend1_copy_by_bigbadbarron-d7axfs2.png"]Mild nudity[/URL][/QUOTE] Those eyebrows are horrifying.
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