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Makehuman compatibility #158670
10/04/07 18:21
10/04/07 18:21
Joined: Sep 2006
Posts: 148
Ireng Offline OP
Member
Ireng  Offline OP
Member

Joined: Sep 2006
Posts: 148
Can you import/export models from and to Makehuman and 3DGS?


"When the battlefield is under total control, war becomes routine." Old Snake
Re: Makehuman compatibility [Re: Ireng] #158671
10/04/07 19:01
10/04/07 19:01
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
If this Prog can export the Model Files in .3ds or other Files, then is it Possible. Maybe look at the Features List of MED , to see which Files supported

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Makehuman compatibility [Re: rvL_eXile] #158672
10/04/07 19:59
10/04/07 19:59
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
The polycount is way to high.

Re: Makehuman compatibility [Re: Mondivirtuali] #158673
10/04/07 20:48
10/04/07 20:48
Joined: Sep 2006
Posts: 148
Ireng Offline OP
Member
Ireng  Offline OP
Member

Joined: Sep 2006
Posts: 148
I got it. To import, select Wavefront OBJ file.
Is there a way (either in MED or MH) to reduce, "erode" or else simplify the polycount of a given model?


"When the battlefield is under total control, war becomes routine." Old Snake
Re: Makehuman compatibility [Re: Ireng] #158674
10/04/07 21:01
10/04/07 21:01
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
yes but it mess the topology

Re: Makehuman compatibility [Re: Mondivirtuali] #158675
10/04/07 21:10
10/04/07 21:10
Joined: Sep 2006
Posts: 148
Ireng Offline OP
Member
Ireng  Offline OP
Member

Joined: Sep 2006
Posts: 148
What do you mean? What's "topology"?


"When the battlefield is under total control, war becomes routine." Old Snake
Re: Makehuman compatibility [Re: Ireng] #158676
10/05/07 07:49
10/05/07 07:49
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
User
Tiles  Offline
User

Joined: Sep 2007
Posts: 658
germany
Topology is how the model is shaped. The edgeloopflow is a very impoprtant thing.

Reducing polycount means to cut away edges. Cut away the wrong edges and your mesh doesn't look like your model anymore. And you are also in trouble with animation when the edge isn't longer there where it should bend. You may get it to work in the end. But is more work than shaping it from scratch.

Best advice in this case is to use the Makehuman mesh as a reference. Then model your own low poly mesh around. Makes really no sense to even try to reduce the poly count of the Makehuman mesh.


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: Makehuman compatibility [Re: Tiles] #158677
10/05/07 10:33
10/05/07 10:33
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
To be honest: The makehuman-meshes do not look convincing to me. So I even do not recommend to build your own meshes around them.

Did you ever try to create a generic male with it? It still has female properties. It simply looks strange. Maybe that is the reason why it not became an industrial standard tool.

But I like their idea very much. They just should introduce better base models.


Models, Textures and Games from Dexsoft
Re: Makehuman compatibility [Re: Machinery_Frank] #158678
10/05/07 11:09
10/05/07 11:09
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
User
Tiles  Offline
User

Joined: Sep 2007
Posts: 658
germany
It's just one base model. That's why the male part looks this strange


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: Makehuman compatibility [Re: Tiles] #158679
10/05/07 16:18
10/05/07 16:18
Joined: Sep 2006
Posts: 148
Ireng Offline OP
Member
Ireng  Offline OP
Member

Joined: Sep 2006
Posts: 148
Oh well, guess my easy work-around regarding human models wasn't so easy.
Thanks anyways, everyone!


"When the battlefield is under total control, war becomes routine." Old Snake

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