I don’t want to risk an off topic derailment but: http://makehuman.org/blog/help_needed_from_mac_owner.html
No one has really contacted us. If someone want to help, it would be great.
Hey, Manuel, thanks for sharing your progress. It’s good to have some well done polygon hair from time to time, because strand rendering is consuming plenty of resources. Your textured hair is looking very good, it just needs some transparency mixed in at the tips.
Polygon hair is also portable and easy to export and import, for this reasons we are going to support it.
An update. Still a lot of work is needed to make it perfect.
Hi,
impressive work !
Can’t wait for the new release !
Thanks to share your work for free and the steps of the creations. It is very interesting.
I’m really impressed by the skin, the hair, everything!
This morphing tool will open doors in game creation i think. Having a character at different ages will be so simple to produce.
Congratulations!
Good work. Once again thanks for all the work you put into this!
At the time being an .mhx import into blender imports materials for blender internal. Are there plans to support cycles’ materials? It’s easy to convert them of course. But it would simply be a nice option.
In either render engine something to consider would be a normal map for some normal displacement of the hairs. That would be nice and it’s something I saw on other polygonal hair materials. This could also help to prevent the bright shiny spot in the middle image in the top row. It’s looking a little flat there. Much like the plane, which it is.
But don’t get me wrong, man, I really appreciate what you are doing here and it is fantastic
Myself I find this somewhat unnecessary. Once I import a MH character first I fix the clothes so the skin doesn’t poke through in various places. Then I go into my modified compositor view and go to work on the materials.
I like the control I have on the final product even though I get into trouble with it once in a while. (Humans to swamp creatures I call it)
Once I import a MH character first I fix the clothes so the skin doesn’t poke through in various places.
I use a mask modifier for this.
Then I go into my modified compositor view and go to work on the materials.
Yes, I love this visual workflow and I have my own shaders. But it would simply save some steps if there were already cycles material present. That’s even more the case if I think of the new maps that will result from Manuel’s work.
(Humans to swamp creatures I call it)
HaHaHa, sounds like a big mess happening sometimes But I know that feeling to be in the urgent need of the undo function
Thanks guys.
An update. It’s apparently simple to model.
During the modelling in Blender:
As MakeHuman item:
well nice teeth but don’t bite me !
cycles is the new renderer now
so i guess it would appropriate to have an option to have some cycles mat
coming up nicely
happy cycles
These are some well grown, even and healthy teeth
looks like a pretty nice program… i need to try it
Do the teeth affect the line of jaw and cheeks? Some kids have molars removed to stop crowding of teeth. But this results in a narrowing of smile and features.
@Manuel thanks for all your work. The interface looks more useful already. I’m looking forward to the new release.
I just saw your request for Mac compilers - I’m sorry I can’t help you with that, but I’m downloading the latest build, and look forward to giving it a try!
–
Update. I got it, I’m using it, I love it.
But where’s all the face controls? And how do I export expressions? And run/walk cycles? before you answer me, I’ll go read the documentation.
LOVE the new version. It still can’t give me the cartoony faces I’m looking for, (specifically, I’m trying to get an old man similar to the Pixar chess game short movie).
Any idea on an official release, Manuel?
Within January.
That’s exciting good news