Make Human compliant 3d skull model

Images of characters done with MakeHuman

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Make Human compliant 3d skull model

Postby brkurt » Tue Jan 15, 2013 10:33 pm

Here ya go, folks. I've created a free 3d skull model for a project I'm working on, and I thought everyone could use what I've built so far. You know, in case you need a mountain of skulls for your Conan character.

I built it using a 3d skull from Turbo Squid that was a scan of a real skull, but unfortunately the mesh was a set of incomprehensible triangles.
The model skull overlaying it is all quads.

I haven't added teeth yet, so that you can use the latest MH teeth.

Image

You can download the model from: http://www.geekopolis.ca/blender/skull1_249b.blend

And here is the video:
http://www.youtube.com/watch?v=7QV1rlrb-CU
brkurt
 
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Re: Make Human compliant 3d skull model

Postby Manuel » Sat Jan 19, 2013 10:28 pm

Thank you!
Manuel
 

Re: Make Human compliant 3d skull model

Postby brkurt » Mon Jan 21, 2013 5:07 pm

You are most welcome.
But wait, there's more! :D

Here is the 90% completed skull, with mandible, and MH 1.0 Alpha 7 teeth.
I haven't completed the underside of the skull; from here I would think each user would want to make their own modifications.
There is a second-to-last skull mesh on Layer 15, in case anyone makes a mistake on the main mesh.

Image

and here is the updated model:

http://www.geekopolis.ca/blender/skull2_249b.blend

finally, here is the model, showing the underside:

http://www.youtube.com/watch?v=R0dadwm4qx0
brkurt
 
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Re: Make Human compliant 3d skull model

Postby Hauken » Fri Feb 15, 2013 11:22 am

I really look forward to seeing the completed skeleton. By any chance will you be able to make an algorithm which changes the proportions to fit any MakeHuman model of any age or gender? I know some things are gender-specific like the female pelvis shape vs. the male one, but everything else should be a matter of scale correct?

Would just be really sexy to be able to make a character in MakeHuman and have a ready-to-go skeleton that fits that body exactly.
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Re: Make Human compliant 3d skull model

Postby brkurt » Fri Feb 15, 2013 4:21 pm

Hauken wrote:I really look forward to seeing the completed skeleton. By any chance will you be able to make an algorithm which changes the proportions to fit any MakeHuman model of any age or gender? I know some things are gender-specific like the female pelvis shape vs. the male one, but everything else should be a matter of scale correct?

Would just be really sexy to be able to make a character in MakeHuman and have a ready-to-go skeleton that fits that body exactly.


If you would like to move the process along, download the Blender model, and open it up in MakeTarget.
You will have to Apply the Mirror Modifier, however. :geek:

I'm going to be adding cervical vertebrae, scapula and clavicle bones for my Talking Skull model, which will be fully muscled and fasciaed.
That should be at the end of the month, barring anything unforeseen.
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Re: Make Human compliant 3d skull model

Postby Hauken » Fri Feb 15, 2013 4:48 pm

What program will you be using to make the muscles? I'm not familiar with MakeTarget, so I'll have to look at it.
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Re: Make Human compliant 3d skull model

Postby brkurt » Fri Feb 15, 2013 6:53 pm

Hauken wrote:What program will you be using to make the muscles? I'm not familiar with MakeTarget, so I'll have to look at it.


I use a combination of Blender and Inkscape. Having learned vector graphics (I've used OpenOffice Draw for over a decade), all UV Maps will be SVG.

Each muscle group will be a separate object, using the same rig as the body, so that I can have a character with translucent skin, and still see the muscle movement.

I'm just finishing the rigging today; I'll fine-tune the skull and attach muscles after that.

If you are interested in building the skeleton, go to 3D Doctor and download their free Pelvis object. It is all triangles, and therefore useless for animation.
It is however a great tool for skinning.
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Re: Make Human compliant 3d skull model

Postby Hauken » Sat Feb 16, 2013 8:56 pm

Sorry, I'm not so skilled to do that.
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