Difference between revisions of "FAQ:What is a proxy?"
From MakeHuman Community Wiki
Line 1: | Line 1: | ||
− | 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: | + | 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. |
+ | |||
+ | 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. | * 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. | ||
Line 6: | Line 8: | ||
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. | ||
+ | |||
+ | 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?]] |
Revision as of 08:10, 24 November 2015
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.
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.
- 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?