![]() ![]() The new body will need completely different body targets. From this "average" base it will be easier to make different characters with deviating properties. (average natural people, maybe different bases for every (sub-)race (at least the faces). Maybe the bodies need a rework as well in order to making them more average. (just adding some additional edge loops on a bad topology is a big no go) Most important is that the topology density should be balanced and not look like improvised. This will decide about how the bone driven shape keys will look like. ![]() But at first we have to decide if we want to use linear or dual quaternion skinning. I would go even further and increase the mesh resolution of a daz3d character (base resolution Genesis 8 has around 35k tris) for the whole body by some 20-25 % (maximum) or at least at some focal points like elbows, knees, face and feet as one full subdivision would be too much. (was playing too much with Unreal Engine and Daz3d)Ī good example for clean and streamlined topologies is Daz3d. The base skin texture could be baked over to a new unwrap. I'd also subdivide the current basemesh before and after targets are applied to get a better result. Assuming for a second a new base topology could be acquired, and assuming it is the same size/pose/shape (basically like it's shrink wrapped onto it), would it not be possible to transfer the targets? Pretty much like how a proxy is fitted, except we'd be saving the transformations of all the vertices in the new mesh for every target. You pick hair and clothing, I suppose that is tied into the limited 18 bodies.Ībout the basemesh for MakeHuman. I think it said you also pick from faces and blend them, but the video does look like you have some sort of handle system to edit faces. If i remember correctly one of the demonstration videos said you pick from 18 bodies, which is probably the area MakeHuman outshines it the most. I haven't been able to find much footage of MetaHuman but like has already been said, it does seem to offer less control than MakeHuman. Last but not least the face expressions need an optimization too. ![]() at the areas with flexible skin like armpits,knees etc.) The UV layout needs a complete rework (better balance: more resolution, esp. This also means the introduction of bone driven corrective shape keys for joint rotations and muscle flexions. The base rig and body mesh need a massive topology update for allowing realistic posing and animating. The hair technology is not MetaHuman specific and can be used for MakeHuman characters as well.īut it is undeniable that MakeHuman needs to become better. The realistic skin effect is just some node setup with PBR textures, which is nothing special and can be applied to any character. Whenever they decide to take the service offline, it will evaporate.įrom the first look you get the impression that it is more like an in-game character creator than a fully fletched human creation software. As nice as MetaHuman looks, it probably hasn't even full body meshes and will be a cloud only application, which means that you are stuck with just a few hairstyles, body types, clothing assets etc. ![]()
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