suggests based on my first glance

This forum is aimed at user contributions, in the form of assets, side projects, code patches and similar.

Moderator: joepal

suggests based on my first glance

Postby redwire » Thu Aug 07, 2014 11:24 pm

Hi,
I just have tested your program.

First problem which I had was color of skin. When I added genitals, so their color is different than the skin of the body. Also you could add function change type, size and shape of nipples.

I would like to see a feature to set every eye separately and the eyebrows too. Eyebrows are yet more different than eyes because they say much more about the models character and feelings. I believe there is just few people who are wearing symmetrical eyebrows. According my observations I see ppl having different size, length, and shape of the left and right eyebrow. In fact, I believe that this make ppl looking much more beautiful. If you have a model with perfectly symmetrical eyebrows, that it ugly! Not nice! If a scientist would create a robot with a face which eyebrows are perfectly symmetrical, it will not look really like human because you will feel something strange in his expression in his/her face.

The weight macro can change how much of fat the model has, but it is not realistic to have slim person, which ribs are not visible. There would be a need for a skeleton. I believe that it is not possible to get high quality and realistic model without skeleton. And you model, unfortunately does not look realistic, because when you discrease level of fat, you don't see any bones! So maybe you should start to create skeletons and then to make some way how to change the shape of the surface of the body according of the selected skeleton. There are three levels what to think about. Skeleton structure, muscles structure and mass of fat. This all can change the look dramatically. You could also add a cellulitide for a skin, especially on buttocks.

Conclusion. The model is not much worked in details. It would be nice to see realistic shapes of muscles just like every normal human has. I would like to see nice shaped deltoids, triceps or even neck in much higher details. I know it would be much of work, but would it be possible to make the body in certain position? Then it could be more fun.
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Re: suggests based on my first glance

Postby redwire » Fri Aug 08, 2014 12:11 pm

Also it would be good to have some gallery with images of real human body areas of any type - there would be predefined settings/options which would be the realistic values and measures of that body part. So you could have for example category of (female) breasts, and there you would have about 20-30 types of breasts. I could watch the gallery and choose the breasts I like the most. I would select the best choice and this way I would load the settings to the model. Of sure this would need to find voluntary people who would be voluntary to be model. You would take there measures and images, and construct realistic 3D model. Then if I would visit the gallery, I could select the model's breasts or hips or face or eyebrows, what ever I like on the person. It would be much more simple to create some 3D model more realistic if it would be based on realistic proportions and details. I probably need to change the scale of the selected area to fit my model, but it would be simple, I would not need to work on details, because voluntary ppl involved in your project could do it as part of MakeHuman.
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Re: suggests based on my first glance

Postby Manuel » Fri Aug 08, 2014 12:13 pm

Hi Redwire, welcome.

About your remark on asymmetry, I just added a new issue for it. Thank you.
It's now scheduled for MakeHuman 1.1.
http://bugtracker.makehuman.org/issues/482

About the lack of details, well, the best way to obtain these details is using normal maps, not mesh geometry:
http://cgcookie.com/blender/2010/06/30/ ... ender_2_5/
it would be extremely non-efficient have mesh with millions of polygons in order to create ribs, wrinkles or even cellulitis using direct morphing.
So a good model must have a simple topology, in order to support the main volumes, and then a good normal map will do the rest.
For this reason we provide a very professional base mesh:
http://www.makehuman.org/doc/node/profe ... ology.html
and will add normal maps as skin preset, but this feature require time to be implemented:
http://bugtracker.makehuman.org/issues/87

Then about muscled characters, the nightly build already includes a new feature: the topology designed for athletic characters:
http://www.makehuman.org/blog/new_topol ... cters.html
If you don't know what an alternative topology is:
http://www.makehuman.org/doc/node/makeh ... ogies.html

Best,
Manuel
 

Re: suggests based on my first glance

Postby redwire » Fri Aug 08, 2014 4:14 pm

Thanks for explanation. I am looking forward for the version 1.1 .

I would like to add to the previous post of mine: for the purposes of gallery for selecting predefined realistic model settings: maybe you could find some co-workers here: http://www.3d.sk - they have a studio and know ppl who would probably be voluntary to stand as a model to get realistic data/photos or maybe even measures. Just idea.
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Re: suggests based on my first glance

Postby Manuel » Fri Aug 08, 2014 5:17 pm

redwire wrote:Thanks for explanation. I am looking forward for the version 1.1


You don't need to add official 1.1. When it will be ready, you will find it in the nightly builds:
http://www.makehuman.org/content/downlo ... build.html
Manuel
 

Re: suggests based on my first glance

Postby redwire » Sun Aug 10, 2014 8:46 am

Manuel wrote:You don't need to add official 1.1. When it will be ready, you will find it in the nightly builds:
http://www.makehuman.org/content/downlo ... build.html


OK, I would test, but do I need to go on the Mercurial? I'd rather download 100MB win32 zip than need to sign up on Mercurial. I cannot find the link for binary release.
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Re: suggests based on my first glance

Postby Manuel » Sun Aug 10, 2014 10:04 am

redwire wrote:
Manuel wrote:You don't need to add official 1.1. When it will be ready, you will find it in the nightly builds:
http://www.makehuman.org/content/downlo ... build.html


OK, I would test, but do I need to go on the Mercurial? I'd rather download 100MB win32 zip than need to sign up on Mercurial. I cannot find the link for binary release.


No no...you don't need Mercurial.
Just unzip the nightly build, it's exactly like an official release, but "unstable".
Manuel
 

Re: suggests based on my first glance

Postby redwire » Tue Aug 12, 2014 11:52 am

Which kind of blender should I download for Windows XP?
Is it this one? Win32 Cycles Bake Branch? At bottom of the page:
http://graphicall.org/

My notes to actual Nightly build version:
- I am missing some simplification for Modeling/Gender, Face, Torso, Arms and legs. I would prefer to have input control to enter exact number just like in "Measure", but also ability to click on a button which would reset the changed value to original value (not all values). The "Measure" tab is useless, you can move the "Upper arm circum" and "upper length" to the Arms and legs. Also to do the same with the "Lower arm circum" and "Lower length". But I would change it to "Humerus" length, because you could measure the distance from joint to joint. I think that the length of bones is more important. If you would know length of humerus and radius bone you could check it you have realistic scale (upper hand : lower hand). To be honest, I have problem to guess if the measures I set to the model are realistic, natural or unnatural. This would be good question for anthropological forum forum, what is correct scale between humerus and radius bone... Or between femur and tibia.

So if you would have such function, then there would be good to have one more button. When I would set Right Humerus length 36 cm, then I would click a button to set the same value for the Left Humerus. Or I could click another button to set correct length to Left Radial bone or to both Radial bones. Also you could have next button to set the length for lower limbs automatically, because when you know lenght of humerus, you can calculate the expected size of femur and tibia.
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Re: suggests based on my first glance

Postby Manuel » Tue Aug 12, 2014 12:21 pm

redwire wrote:Which kind of blender should I download for Windows XP?
Is it this one? Win32 Cycles Bake Branch? At bottom of the page:
http://graphicall.org/


http://www.blender.org/download/


also ability to click on a button which would reset the changed value to original value (not all values).


Right click on the slider to reset his value.

I think that the length of bones is more important.


Not in anthropometry or tailoring, since external lengths don't require Xray to be measured.

then I would click a button to set the same value for the Left Humerus.


There are the symmetry buttons for this. Both the slider reset and the symmetry are documented here:

http://www.makehuman.org/doc/node/the_i ... tions.html
Manuel
 

Re: suggests based on my first glance

Postby redwire » Tue Aug 12, 2014 4:53 pm

I just tried to load new topologies in latest nightly built and tried to save the file and it's stuck at 47%. I Used the new muscular female model. Looks like some bug.

What I must to do to open the model in the blender? What kind of files it expects to open?
redwire
 
Posts: 6
Joined: Thu Aug 07, 2014 10:59 pm

Next

Return to User contributions

Who is online

Users browsing this forum: No registered users and 1 guest