Begining custom targets for game meshes

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

Moderator: joepal

Re: Begining custom targets for game meshes

Postby forsaken » Sat Feb 18, 2012 2:33 am

duststorm wrote:
forsaken wrote:Also a question, my ultimate challenge is to morph the feet and toes into shoes and boots. Anyone have a easier way of making this happen? The Toes make it very difficult so far.

Maybe using the clothes feature of MH? Just create some shoes clothes and export your models with them. For a game you'd probably want to delete the underlying feet geometry to reduce polygon counts and connect the shoes to the legs to create a closed model.
I doubt whether morphing the feet into shoes is ideal, I think it could become quite messy.
The disadvantage of morphing is that when you deviate a lot from the basemesh you get topology problems. Either you have more vertices than you need, or you are short of them to express some details. The problem is that with morphing you're always stuck with the same geometry. That's why it might be interesting to investigate clothes. It works very well (I tried it ;))!

Another tip, and this goes for all types of clothes in general, you can also download free models, from http://www.blendswap.com or turbosquid.com
There are a lot of freely available clothes models there (I have come across shoes and boots), just make sure to have a look at the content license. I was thinking of porting a few of those to MH too if the license allows it.


Yeah everything I tried makes a mess out of it. I figured I could use the clothes/shoes and re attach it, just doesn't make my workflow very smooth.

I have not made any of these in a while, I have so many I cant get them all on the screen. Also I want to be able to compare against what I made, still dying for subfolders and a scroll bar lol.
forsaken
 
Posts: 99
Joined: Tue Jun 16, 2009 2:39 am

Re: Begining custom targets for game meshes

Postby duststorm » Sun Feb 26, 2012 6:10 pm

forsaken wrote:still dying for subfolders and a scroll bar lol.

Scrollbar already exists. It's only not very obvious.
Scroll the little block in the bottom left corner of the screen. It's a horizontal slider.
Oh, and it only has effect when you release the mouse button again.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Re: Begining custom targets for game meshes

Postby mflerackers » Sun Feb 26, 2012 11:56 pm

Or use the scrollwheel on your mouse.
MakeHuman project Developer
mflerackers
 
Posts: 636
Joined: Thu Feb 05, 2009 11:53 am
Location: Kyoto

Re: Begining custom targets for game meshes

Postby BlacKnightZero » Thu Jun 04, 2015 11:19 am

Forsaken, is it okay if I post your file on nexusmods.com? If they approve of MakeHuman as a program they will host files for, there will be a convenient place for everyone to share their custom targets with each other.

This was my topic on the subject:
viewtopic.php?f=4&t=11817
BlacKnightZero
 
Posts: 2
Joined: Tue May 19, 2015 2:33 pm

Re: Begining custom targets for game meshes

Postby duststorm » Thu Jun 04, 2015 2:45 pm

Note that these files are pretty old now. They are made for MakeHuman Alpha 7, and are not compatible with the stable v1.x series of MakeHuman versions.
MakeHuman™ developer
User avatar
duststorm
 
Posts: 2569
Joined: Fri Jan 27, 2012 11:57 am
Location: Belgium

Previous

Return to User contributions

Who is online

Users browsing this forum: No registered users and 1 guest