Difference between revisions of "Documentation:What is MakeHuman?"
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In the first one, MakeHuman is integrated in a professional pipeline, where the A-posed mesh is exported into a full-featured 3D CGI system such as Blender, Maya, XSI, C4D, Zbrush etc.. in order to be included in complex scenes and renderings, or used for games. | In the first one, MakeHuman is integrated in a professional pipeline, where the A-posed mesh is exported into a full-featured 3D CGI system such as Blender, Maya, XSI, C4D, Zbrush etc.. in order to be included in complex scenes and renderings, or used for games. | ||
In the second pipeline the mesh is posed and clothed directly in MakeHuman, then rendered with an external engine, for 2D art or quick demo reel of a character. | In the second pipeline the mesh is posed and clothed directly in MakeHuman, then rendered with an external engine, for 2D art or quick demo reel of a character. | ||
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Revision as of 12:41, 20 May 2016
MakeHuman (MH) is Open Source software (AGPL3.0) for creating lightweight, realistic 3D models of the human form. It is designed to be easy to use and flexible. The models are based upon real data for ethnicity, sex and body type and can produce an almost limitless range of human and human-like forms. The forms can be posed and rendered in the software itself or exported into other softwares for further manipulation.
It is developed by a community of programmers, artists, academics and enthusiasts interested in 3D computer models of human beings. MakeHuman is used to create a 3D mesh with optimized topology representing human beings with a user-controlled mix of characteristics including race, sex, size, muscularity and other features. The models thus created are integrated into one of two typical pipelines or workflows.
In the first one, MakeHuman is integrated in a professional pipeline, where the A-posed mesh is exported into a full-featured 3D CGI system such as Blender, Maya, XSI, C4D, Zbrush etc.. in order to be included in complex scenes and renderings, or used for games. In the second pipeline the mesh is posed and clothed directly in MakeHuman, then rendered with an external engine, for 2D art or quick demo reel of a character.