I was writing this until I realized that you were asking how to do the first steps I mentioned and not the second/Blender-specific ones. Read it anyway:
- Code: Select all
Ugh, sorry; there's a universal rule/guideline to be patient with newcomers, especially in help sections (not that I saw one here), so I'll try to do that but first an explanation:
MakeHuman and Blender are two separate programs. There are tutorials in the Wiki (*see above*) on how to use MakeHuman and some more on using them together; it takes like a few hours to learn how to MakeHuman and it takes like several hours to be a good/moderate novice in Blender (provided you know a lot of information/terminology of 3D already). I gave those instructions to someone I presumed already knew how to use Blender reasonably well or could figure out what I was talking about because they're guidelines, not step by step instructions.
A more specific way of Auto unwrapping is to 1)select the mesh 2) enter Edit Mode 3) select all faces 4) press U or go to [Mesh >> UV Unwrap...] 5 click Smart UV Project, then pick whatever settings you want and click OK
Go read the tutorial(s) for how to create Proxy meshes and the texture mapping one, because I'm not going to give a step-by-step tutorial on how to do all of this.
- Export everything you want in the character
- Select all the meshes and join them together
- Either move the UVs around manually (you can go to the Materials and select each of them separately) or
Create a new UV map - Select the original meshes then select the new merged mesh and go to the render tab and bake the diffuse with Selected to Active enabled
If you only moved the UVs around, you could just export the UV layout and open that in another program, then merge the original textures using the layout for alignment.
Using a proxy only comes into play if you want to use MakeHuman to manipulate the mesh afterwards instead of repeating for every character. To do this, would would select the original (skin/body) mesh and mark it as human and your new mesh as clothing, then select that proxy mesh/topology instead of the Default or whichever topology you were using.
Now I definitely missed some things there but if you actually know how to use the programs then you'd figure it out, but if you didn't know how to use them, you would be going to learn that elsewhere with a bunch of videos or whatever.