Difference between revisions of "FAQ:What is a proxy?"

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A proxy mesh is an alternative to MakeHuman's base mesh. There are several reason why you would want to export a character as a proxy mesh:
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A proxy mesh is an alternative to MakeHuman's base mesh. You can think of it as a full body glove which occupies roughly the same space as the human, and deforms with the human. It may have a different amount of polygons, usually a lot fewer than the base mesh.
  
* Gaming: The base mesh has quite high poly-count. Use the "proxy741" if you are on a tight polygon budget, or "male1591" or "female1605" proxy if you can afford more polygons.
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There are several reason why you would want to export a character as a proxy mesh:
 +
 
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* Gaming: The base mesh has quite high poly-count. Use the "proxy741" if you are on a tight polygon budget, or "male1591" or "female1605" proxy if you can afford more polygons. Or if you want to be extreme, you can download the [http://www.makehumancommunity.org/proxy/very_low_poly.html very low poly] proxy.
 
* ZBrush sculpting: "male1591" proxy is a suitable starting point.
 
* ZBrush sculpting: "male1591" proxy is a suitable starting point.
 
* Topology change: There are specific topologies for various cases (for example a very muscular male).
 
* Topology change: There are specific topologies for various cases (for example a very muscular male).
  
 
Because of the last bullet, sometimes the words "topology" and "proxy" are used interchangeably on the forums.
 
Because of the last bullet, sometimes the words "topology" and "proxy" are used interchangeably on the forums.
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If you have external data, for example from a 3d scan, then it is much more convenient to apply that as a proxy than try to convert it to a target working on the base mesh, since a proxy don't need to have the same number or vertices nor share the UV.
  
 
See also [[FAQ:How can I create proxies or alternative topologies?]]
 
See also [[FAQ:How can I create proxies or alternative topologies?]]

Latest revision as of 17:31, 20 January 2016

A proxy mesh is an alternative to MakeHuman's base mesh. You can think of it as a full body glove which occupies roughly the same space as the human, and deforms with the human. It may have a different amount of polygons, usually a lot fewer than the base mesh.

There are several reason why you would want to export a character as a proxy mesh:

  • Gaming: The base mesh has quite high poly-count. Use the "proxy741" if you are on a tight polygon budget, or "male1591" or "female1605" proxy if you can afford more polygons. Or if you want to be extreme, you can download the very low poly proxy.
  • ZBrush sculpting: "male1591" proxy is a suitable starting point.
  • Topology change: There are specific topologies for various cases (for example a very muscular male).

Because of the last bullet, sometimes the words "topology" and "proxy" are used interchangeably on the forums.

If you have external data, for example from a 3d scan, then it is much more convenient to apply that as a proxy than try to convert it to a target working on the base mesh, since a proxy don't need to have the same number or vertices nor share the UV.

See also FAQ:How can I create proxies or alternative topologies?