Rorkimaru wrote:They look realy good but i cant deny being slightly disapointed. the cloth models are very high poly count. since i look towards makehuman as a posible alternative for character creation for my computer games this looks like it will be far too polygonicaly costly.
i was planning on creating a similar program to makehuman myself before i found it but decided to hold off because this looks so promising. however it increasingly apears that this is more aimed at rendering than real time work... kind of disapointing.
i may have to get hold of a nice low poly base mesh and figure out a way of programming morphs into a character creation program. the only problem with MH is the high poly density.
i was giving more thought to cloth simulation, this could be achieved by having a fixed distance between verticies and just alowing the angle to be changed. after generating a mesh like this with points for folds all that needs doing is aplying a simple mesh smooth to round it off and you have a perfect cloth.
different fabrics could be simulated by applying "rigidity" to thease joints.
the only way to do different cloth types using the methood i described earlier would be to use referance photos ore something and work with what looks right. this is fine for me as i dont need huge model detail but i can see how it would limit renders...
I think i may end up writing my own "makehuman" style program. I would probably use a different route to them anyway. alowing the user to sculpt polygonal hair using vector protrutions and using the clothing methood from VF that i talked about in my first post. MH is very promising but downscaling models can be harder than creating them so if they keep up the high poly thing they have going its useless to me. it would be nice if it had a low poly UI and allowed mesh smoothing before exports
About the clothes algo, we are working to import in MH any obj and use it as cloth:
viewtopic.php?f=4&t=53so will be simple build a clothes library.
EDIT:
The images above are referred to a previous idea: obtain the most of clothes using an extended base mesh + clothes morph.
Because the variety of clothes to obtain, morphing the "base clothes mesh" the poly count was not so low...
Anyway it was never released, because we have decided to use a different approach. So we are working on a different, more flexible solution,
to provide both low poly lib and hight poly version...
END EDIT
About low poly: we are working on some methods to export a perfect low poly mesh.
About fork instead help:
viewtopic.php?f=7&t=41regards,
Manuel