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  1. #1

    Default Makehuman

    Just found this program yesterday, and it's too awesome not to be shared. it's an open-source and very user-friendly tool, and gives incredible models. You can export them to .obj format, and then import them in pretty much any 3d modelling program. Afterwards, you just have to merge vertices and edges and whatnot to simplify the model a bit, though. Here's a screen of it in blender (you can choose to have genitals or not. I chose NOT, so you wouldn't see anything anyway, but I just blurred it to make sure I didn't violate the TOS )

    Spoiler Alert, click show to read: 


    http://www.makehuman.org/

    Doesn't even need tutorials, it's as simple as possible

  2. #2

    Default Re: Makehuman

    Great find!

  3. #3

    Default Re: Makehuman

    Thanks, I found it when searching for tutorials on how to make units in Blender, and this guy showed that you can just use Makehuman

  4. #4
    Éorl's Avatar Domesticus
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    Default Re: Makehuman

    As far as I know, there's spmething similar for making trees in Blender, although they, too, need to be simplified, or their vertice count would be too high to handle in-game.
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  5. #5
    Frederich Barbarossa's Avatar Protector Domesticus
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    Default Re: Makehuman

    Quote Originally Posted by First Feef View Post
    Thanks, I found it when searching for tutorials on how to make units in Blender, and this guy showed that you can just use Makehuman

    I know what you mean, but The helmets and all that is hard I need tutorials to help with techniques. All I can make is stg 44's (good ones) because their really square and thin, but its hard to do with 3d. :S
    His highness, þeþurn I, Keng of Savomyr!

  6. #6

    Default Re: Makehuman

    Thanks for sharing this find.

  7. #7

    Default Re: Makehuman

    thanks for sharing this tool Mr.Blackadder

    +REP for you

  8. #8
    Finch's Avatar is Deadpool
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    Default Re: Makehuman

    Thanks for Sharing Mr.B




  9. #9
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Makehuman

    this is very good but as Eorl said it must be very very simplified ,i tried converting it to poly and weld it but it almost destroys the human,
    it has about 17000 vertexes(without its productive organs...i'm sure if someone adds them it will go up for 500 vertexes ) and almost 100 diferrent parts on its body(which must be attached to eachother)
    if someone finds a way to be simplified enough to 400-500 vertexes it would be great
    Last edited by Jarlaxe; March 02, 2010 at 11:52 PM.
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  10. #10
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: Makehuman

    Vercingetorix cas cannot export models like that. I know because i already tried in exporting extreme-high poly human bodies

  11. #11
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Makehuman

    i didn't even tried to export it...lol
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  12. #12

    Default Re: Makehuman

    Blender is great for that, you can select multiple verteces (for instance the six-pack), and the merge them in the middle, so you egt a plain body. I'll try to create a simplified model that is still higher quality than RTW (or even MTW2 ?), and then exprot it to .obj

    Then someone that has 3dsMax could open a regular model, delete the model but keep the bones, and then reassign the bones to the new model We could release it as a unit base perhaps

  13. #13
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    Default Re: Makehuman

    there is also a modifier in 3DS max to decrease poly count, works ok till a certain extent. i can take a look which one it was if anyone wants to know.
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  14. #14

    Default Re: Makehuman

    I would be very interested. Not for this particular issue -I am not able to model an unit from scratch-, but I would like to create some lower poly versions of extants models that only have a high poly version.

  15. #15

    Default Re: Makehuman

    I`m guessing Polygon Cruncher?

  16. #16
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Makehuman

    Quote Originally Posted by Mr.Blackadder View Post
    Blender is great for that, you can select multiple verteces (for instance the six-pack), and the merge them in the middle, so you egt a plain body. I'll try to create a simplified model that is still higher quality than RTW (or even MTW2 ?), and then exprot it to .obj

    Then someone that has 3dsMax could open a regular model, delete the model but keep the bones, and then reassign the bones to the new model We could release it as a unit base perhaps
    Quote Originally Posted by Maяcel View Post
    there is also a modifier in 3DS max to decrease poly count, works ok till a certain extent. i can take a look which one it was if anyone wants to know.
    that is an excellent idea
    if someone of you two guys simplified this model if you want you can put a link here and make it a new RTW model but in my little experience on moddeling i would suggest to not overexceed the 400-450 vertexes,because with the equipment that would have to apply later on it would make the model very heavy and it will lag in some peoples pc's
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  17. #17
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    Default Re: Makehuman

    Quote Originally Posted by florin80 View Post
    I`m guessing Polygon Cruncher?
    No, ProOptimizer. It's works great until about 5-10% of the vertexes are removed. Then you'll have to manually weld stuff together, because the model is too low poly for any modifier to work correctly. Also use the symmetry modifier a lot to keep it symmetrical.

    I've now reduced a model to 1,149 polys, still looking ok. ill see how far i can get it.

    Quote Originally Posted by davide.cool View Post
    Game doesnt worth the candle. If you have to reduce it in detail or vertex counting massively, at this point it is better to convert a Rtw vanilla model as a poly nurb object as i posted here:

    How to improve a RTW unit model via 3dsmax in few steps
    actually thats not helpfull at all, that makes my current 1,149 poly model 6,912 polys big. thus ~6x more polys.
    6x400 is already a lot more polys then the model i currently have...
    Last edited by Maяcel; March 05, 2010 at 10:22 AM.
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  18. #18
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: Makehuman

    Game doesnt worth the candle. If you have to reduce it in detail or vertex counting massively, at this point it is better to convert a Rtw vanilla model as a poly nurb object as i posted here:

    How to improve a RTW unit model via 3dsmax in few steps

  19. #19
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: Makehuman

    yep but at least Vercingetorix script's able to export it. Thing that completely changes with an high poly human body as the one of makehuman. If 3ds max will not give you errors at the beginning of exporting process, you'll take 40 mins just to export everything as .cas

  20. #20
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Makehuman

    if the "human" is to be exported for the first time it will be as an ITEM not as a .CAS,then you will open a cas file,edit the mesh by deleting it,import that ITEM,apply skin modifier,weight vertexes,apply texture/mapping and then you will export it like a .CAS
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