MakeHuman
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MakeHuman
I think this is something we can safely use for our game. MakeHuman
Examples of what you can do with this can be found here.
I've been thinking about this for a few days, Electroreactive (idk if he joined the forum) told me about the program.
On the site they've released source code and explained that it is possible to produce a derivative work. This means we can for example make our own character editor for the game based on it
I'm not sure if this is the right way to go but it's a good idea. We could then for example have all our players designing and posting their characters on the forums. Wouldn't that be good
And then in the game we could add weapons created in Blender (don't forget we can also add Blender meshes to blend between all the default meshes like lips, face shapes and on and on...) to the characters and allow customization by designing the weapons in the same way...
It might be necessary for some technical discussion over this, such as an issue of how we can keep good performance with networking (e.g. making sure all players can see every custom weapon); for this I have proposed the idea of keeping a number of (static) blending meshes which will be distributed with the game, and then blended on the client machine using blending weights transferred over the network.
Examples of what you can do with this can be found here.
I've been thinking about this for a few days, Electroreactive (idk if he joined the forum) told me about the program.
On the site they've released source code and explained that it is possible to produce a derivative work. This means we can for example make our own character editor for the game based on it
I'm not sure if this is the right way to go but it's a good idea. We could then for example have all our players designing and posting their characters on the forums. Wouldn't that be good
And then in the game we could add weapons created in Blender (don't forget we can also add Blender meshes to blend between all the default meshes like lips, face shapes and on and on...) to the characters and allow customization by designing the weapons in the same way...
It might be necessary for some technical discussion over this, such as an issue of how we can keep good performance with networking (e.g. making sure all players can see every custom weapon); for this I have proposed the idea of keeping a number of (static) blending meshes which will be distributed with the game, and then blended on the client machine using blending weights transferred over the network.
Last edited by Sorlaize on Wed Aug 13, 2008 11:01 am; edited 1 time in total
Re: MakeHuman
This is an interesting idea. As far as if I like it really... I have not yet decided, there are somethings I know I don't like about it at the moment but as a whole I am not yet sure.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
Re: MakeHuman
Good website for someone who needs blue prints for human figure.
http://www.the-blueprints.com/index.php?blueprints/humans/humans/
http://www.the-blueprints.com/index.php?blueprints/humans/humans/
Sw0rdm3n- SOS Modeller
- Posts : 237
Join date : 2008-08-09
Age : 34
Location : U.S.A Illinois
Re: MakeHuman
Update:
http://www.makehuman.org/blog/index.php?y=2008&m=6&d=10
"Manga" style base models should be included with a future release
http://www.makehuman.org/blog/index.php?y=2008&m=6&d=10
"Manga" style base models should be included with a future release
Re: MakeHuman
Once again.. my opinion remains that we not use MakeHuman.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
Re: MakeHuman
i dont rly see why we should use it tbh
the choice of options to create your models is realy wide and also we can let our modellers spend their time on making weapons and armor so we could have a high amount of items ..
but for now we'll be using a dummy anyway
the choice of options to create your models is realy wide and also we can let our modellers spend their time on making weapons and armor so we could have a high amount of items ..
but for now we'll be using a dummy anyway
Rave- Admin
- Posts : 191
Join date : 2008-05-24
Re: MakeHuman
I was sceptical of that as well but for futre references and as far as practice goes it helps. Take me for instance my weakness is char modeling so I need some good tuts and pls try to find some silo for me and some good texturing as well.
ty
ty
kaostheory- Chuunin
- Posts : 75
Join date : 2008-07-06
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