How to get perfect cut muscles?

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Re: How to get perfect cut muscles?

Postby Ricardo2020 » Sun Nov 12, 2023 9:16 pm

Greetings.

The instructions below should get you started. It is a brief introduction to the way one goes about building a model from scratch using only the standard control set within the program. And so, here we go...

1. Launch MakeHuman Community. You will see a selection of tabs below the toolbar. You will also see three panes below the tabs. They are all self explanitory, but there is detailed help on this website if you want to know more.

2. Click the Modeling Tab. This has all the stuff you need to get the figure you are after. There are tabs below for the many tasks one does while modeling. These are also self explanitory, and they too have detailed tutorials on this site. Look the tabs over and find one labelled Main.

3. Click the Main Tab. A column of yellow sliders will appear in the left pane below the tabs. A base model will be in the center pane. A column of folders containing additional controls will appear in the right pane.

4. Look at the sliders. They are all in the middle position. Moving a slider to the left subtracts from the center value it controls. Moving the slider to the right adds to this value. Note that there are sliders for the following values from top to bottom in the Main slider pane:

A. Gender. Full left is total female. Middle is no gender. Full right is total male.

B. Age. Full left is newborn baby. Middle is average 20YO adult. Full right is venerable elder.

C. Muscle. Full left is total wimp. Middle is average 50/50BMI. Full right is super.

D. Weight. Full left is stick figure. Middle is average 50/50BMI. Full right is the blob.

E. Height. Full left is tiny baby. Middle is average 20YO adult. Full right is giant.

F. Proportions. Full left is long body with short limbs. Middle is average. Full right is short body with long limbs.

G, H and I, These three sliders are for the race choice, which is a mixture of Asian, African and Caucasian genes. Note that these controls interact in that moving one causes the others to move in the opposite direction, giving you inverse proportional control of the final blend.

6. With all that being said, this is how I would go about getting to a hulk shaped male model:

Gender is full right.
Age is somewhere in the middle to leaning toward the right.
Muscle is full right.
Weight is your choice and depends on height.
Height is two thirds to three quarters right.
Proporations are two thirds left.
Race would favor a mix of Asian and African, leaning toward more right on the African.

7. Now that you have a rough model sculpted, you can move on to the other modeling tabs for arms, legs, face, torso, measure, custom, and so on.

8. This is optional but worthy of a go: add some targets to MakeHuman Community. These can be found in the Targets section of the Assets on this website or you can go after them with the Asset Downloader within MakeHuman. The latter method ensures correct installation of the new files and saves you much grief. There are on site tutorials which explain this process in great detail.

9. Now that your model is completely sculpted, you need to save the settings as a target which you can load later when you launch MakeHuman and see the default base figure. To do this, go to the Utilities tab. Click the Save Targets tab. Click the Save As button. Give the target a name and tell it to save to your home/data/custom folder. You can actually create subfolders here if you have huge numbers of saved targets like I do.

10. Now, here is the cool part. You have made your model and saved it as a target. To get at this new file, close and relaunch Make Human. Go to Modeling. Go to Custom. Your target will be one of the sliders. It will be full left, thus totally off at 0% strength. Moving it full right to 100% will yield the figure you made earlier. From here, you can continue to build your model with skin, hair, nails, eyes, brows, teeth, tongue, topology, skeleton and clothes.

11. When you are satisfied with all your choices and your model looks the way you want, you need to save it. To do this, go up to the menu at the top of the program window and click File, then Save As. Give your model a name and save it in your home/data/models folder. BTW, the home folder is where MakeHuman lives, and on Linux, it is user/home/documents/makehuman/v3py. It will be similar on MAC or Windows. Look in your user documents.

12. Alright. Your all done with the hard part! So, if you select File and then Load from the top menu, your model will have a thumbnail in the right pane. Click that to load your toon. BINGO! Now you can pose it, express it, modify it, and export it to your favorite post work proggie like Blender or several other popular 3D titles. There are detailed tutorials on site which get you up to snuff on those additional activities.

Welcome to the Community.

We are here to help.
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Ricardo2020
 
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