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Re: make human low poly

PostPosted: Wed May 29, 2024 8:11 am
by joepal
This is called "proxy" or "topology". You can find a tab in the interface for choosing an alternative mesh for the body.

Re: make human low poly

PostPosted: Wed May 29, 2024 4:10 pm
by Ricardo2020
The proxy is that part of the model which defines the surface of the figure, as a matrix of four-sided domains called quads. The model can also be defined by subdivision level, either course or fine, within MakeHuman. There is a button on the toolbar for this setting that saves its setting with the model. If subdivisions are off (the default) the model will have a lower number of quads. Turning on this setting will raise the quad count significantly. This is mostly for the rendering so you can get a high quality image. It smooths out the jaggies.

The proxy lets you decide how many quads the model has before the rendering. Fewer quads make for faster renders. This is great for games, not so great for artists. And so, it is a trade off between quality and speed. The goal is to hit somewhere in the middle. You want a model that loads quick but still looks decent up close. If your game has high resolution rendering as part of its feature set, you will want too use a proxy with more subdivisions. However, if most of the character views will be more distant, you can get away with fewer vertices in the proxy.