![]() ![]() (was playing too much with Unreal Engine and Daz3d)Ī good example for clean and streamlined topologies is Daz3d. The base skin texture could be baked over to a new unwrap. I'd also subdivide the current basemesh before and after targets are applied to get a better result. Assuming for a second a new base topology could be acquired, and assuming it is the same size/pose/shape (basically like it's shrink wrapped onto it), would it not be possible to transfer the targets? Pretty much like how a proxy is fitted, except we'd be saving the transformations of all the vertices in the new mesh for every target. You pick hair and clothing, I suppose that is tied into the limited 18 bodies.Ībout the basemesh for MakeHuman. I think it said you also pick from faces and blend them, but the video does look like you have some sort of handle system to edit faces. If i remember correctly one of the demonstration videos said you pick from 18 bodies, which is probably the area MakeHuman outshines it the most. I haven't been able to find much footage of MetaHuman but like has already been said, it does seem to offer less control than MakeHuman. ![]() Last but not least the face expressions need an optimization too. at the areas with flexible skin like armpits,knees etc.) The UV layout needs a complete rework (better balance: more resolution, esp. This also means the introduction of bone driven corrective shape keys for joint rotations and muscle flexions. The base rig and body mesh need a massive topology update for allowing realistic posing and animating. The hair technology is not MetaHuman specific and can be used for MakeHuman characters as well.īut it is undeniable that MakeHuman needs to become better. The realistic skin effect is just some node setup with PBR textures, which is nothing special and can be applied to any character. Whenever they decide to take the service offline, it will evaporate.įrom the first look you get the impression that it is more like an in-game character creator than a fully fletched human creation software. However, this might not be a popular opinion.As nice as MetaHuman looks, it probably hasn't even full body meshes and will be a cloud only application, which means that you are stuck with just a few hairstyles, body types, clothing assets etc. It is easier to make a lowpoly model with its entire rig rather than dealing with all the creator quirks. Personally, I gave up on character creators. They used to have character modeler that worked within unity on asset store, but I think it got pulled down. I also heard that there's iClone, but never used it. There's also Daz3D, which is geared towards making still renders, but still can be used to create models for 3d games, IF you're willing to pay for game developer license or whatever it is called. except character creation process is arcane and awkward, and developers made inconvenient and strange decisions, like their vendetta against perspective camera or strange interpretation of CC0 license. except Manuel Bastione took it all down, and it is now maintained as an unofficial fork on github, which will cause problems with license of produced models, I think. Click to expand.You could try Manuel Bastioni Lab.
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