Tutorial : Game Character using MH and Blender

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Tutorial : Game Character using MH and Blender

Postby tsrajesh » Fri Jun 17, 2011 9:46 am

Hi, Here is my tutorial on how i make my low poly game character using MakeHuman's Low Poly Proxy and Blender..

Please comment and suggest methods to improve. (Not of teh tutorial, but my Methodology.. as i am a newbie to 3D modeling)

Those who are "Noobier" than me, i hope this helps you some..

Part I - http://www.youtube.com/watch?v=JeW2ALotvwA
Part 2 - http://www.youtube.com/watch?v=DQANAMgGomc
Part 3 - http://www.youtube.com/watch?v=VwxHTbbJ1DE

-Raj
tsrajesh
 
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Re: Tutorial : Game Character using MH and Blender

Postby Manuel » Sun Jun 19, 2011 11:09 am

Thanks for the tutorial. I hope to have some time to look the full video in next days :)

Best,

Manuel
Manuel
 

Re: Tutorial : Game Character using MH and Blender

Postby gugge » Mon Jun 20, 2011 1:59 pm

@tsrajesh
Thanks for these tutorials ! I found them to be very thorough, very clear, and indeed excellent !
Your English is perfect, btw :) I am looking forward to the sequels !
All the best / gugge
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Re: Tutorial : Game Character using MH and Blender

Postby tsrajesh » Tue Jun 21, 2011 5:11 pm

Thank you for your responses..
I have a few more observations after i made the tutorial.. Wanted to jot it down here..

- MH Nightly build has some material mess-ups (Jaw is invisible, Head scalp has mouth texture etc..), but the release MH (1.0 alpha 6) didn't have those problems. The reason i still use Nightly is.. Hair mesh. Curves / Particle is out for game. Only mesh. The mesh type in Alpha release doesn't lend itself to reduction easily.
- Hair mesh is fairly high poly too, and has to be made low poly before using with the game.
- The decimator modifier in Blender 2.5 messes up the UV map.. and I have to do a re-UV-Unwrap on similar seams to retain the texture.
- The Poly Reducer in Blender 2.49 works fine for the hair mesh without messing up the UV map.
- I get good results even after reducing the poly count to 1/10th. In normal meshes this would make the object practically unusable. But for this hair mesh, as we use alpha transparency, this was fine.
- Yet to find out if i can rig the hair mesh properly without messing up the character rig.
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