Using MakeHuman..is it cheating?

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11 comments, last by Tutorial Doctor 10 years ago

I'm trying to design characters. I know how topology works. I know how to do it. But it takes significant amount of time and will end up draining my energy for actually designing the character. So I wanted to use makehuman to use for sculpting so I can focus on how it will actually "look" without worrying how topology and aesthetic design of the character bind together by manually doing it. Then bake the normal maps and retopologize it using 3ds or blender. Is this cheating? This is the sample character I made. Thanks alot. smile.png

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Does it matter if it is "cheating" ?

If you are doing this to learn then it is a good idea to use tools that let you focus on the part you are trying to learn.

If you are doing it for fun then use whatever you think is most fun :)

and finally, if you are trying to create something, use whatever tools you're most productive with. (The only thing that matters is the end result)

[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

:D Because simply I have those childish worries where other artists might look down at me when they read that I used makehuman to create the character instead of creating it from scratch. But since you said that, I will go ahead with this workflow. :)

IMO using such a tool as a starting point to make your own characters is perfectly fine.

Why should you reinvent the wheel?

When I'm coding I can use thousands of libraries that other people have written and use those with my own written code to put together a finished product.

Why should artists not do the same?

IMO using such a tool as a starting point to make your own characters is perfectly fine.

Why should you reinvent the wheel?

When I'm coding I can use thousands of libraries that other people have written and use those with my own written code to put together a finished product.

Why should artists not do the same?

really? wow. that's nice. Maybe I should also try that when I can't find solutions to my game's issues. It's really great to know that I'm on the right path. :)

If you were trying to sign to work for me and my big world project.

I would ask you if you can model a human from scratch, and if you can't, I'm gonna fire you, but if you can,

I would say to you, "Use whatever tools you can to meet that deadline, else I will fire you".

Many of the 3D modeling tools nowadays are allmost automotive which is not bad, but if you are not able to create the same level of detail those tools provide you, then you should work on these skills some more.

PS: This is my point of view if I ever get to the boss position, that's how I will proceed to hire people.

If you were trying to sign to work for me and my big world project.

I would ask you if you can model a human from scratch, and if you can't, I'm gonna fire you, but if you can,

I would say to you, "Use whatever tools you can to meet that deadline, else I will fire you".

Many of the 3D modeling tools nowadays are allmost automotive which is not bad, but if you are not able to create the same level of detail those tools provide you, then you should work on these skills some more.

PS: This is my point of view if I ever get to the boss position, that's how I will proceed to hire people.

I agree on your point of view. :) I just wanted to focus more on the stuff that matters to the people that will be evaluating my artwork. biggrin.png I'm not exactly doing this on my own will. This is some sort of a job.laugh.png I just wanted to use all the time that I could be using on improving the output rather than working on things that Art Directors or lead designers wouldn't really care that much about. These guys just wanted stuff to get done. biggrin.png But I completely agree to you. I am capable of doing that same amount to detail manually. But I think I'll do much better with my current workflow. laugh.png


I have those childish worries where other artists might look down at me when they read that I used makehuman to create the character instead of creating it from scratch

This might happen -- a similar thing regularly happens with programmers looking down on those who use Game Maker or similar software.

Do you care what these people think, or do you care about getting your product done?

Use whatever tools are best for your work-flow, as long as you're able to complete the job to a satisfactory level of quality.

- Jason Astle-Adams

As a 3d character designer I will advise against it.

Not because it I think it is wrong to use modeling software like Makehuman, I myself have it installed and have followed there progress for years, but modeling a full human is the highest form of 3d modeling and it sharpens all of your modeling skills.

Making any 3d model takes a lot of planing, if you want the Iris of the eye to retract or a person's mouth to dimple at the end, then you will have to model it that way.

These small things along with your idea of a character while you model it is what brings them to life.

Makehuman's topology and edge flow has taken leaps from where thy started, but it will not suit all of your character needs.

As a 3d character designer I will advise against it.

Not because it I think it is wrong to use modeling software like Makehuman, I myself have it installed and have followed there progress for years, but modeling a full human is the highest form of 3d modeling and it sharpens all of your modeling skills.

Making any 3d model takes a lot of planing, if you want the Iris of the eye to retract or a person's mouth to dimple at the end, then you will have to model it that way.

These small things along with your idea of a character while you model it is what brings them to life.

Makehuman's topology and edge flow has taken leaps from where thy started, but it will not suit all of your character needs.

I have started to make base meshes using Zbrush. I found it much easier to sculpt the base rather than modeling it. Then converting it to low poly by retopo.

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