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Emmet Cooper

Using MakeHuman..is it cheating?

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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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: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. :) 

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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?

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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. :)

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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.

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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

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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.

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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.

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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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Certainly, using Zbrush (If you can afford it) is the best way to avoid critics. Hehe. I personally use Makehuman and Quidam Studio for my characters. I like Quidam Studio more, because it has more features. 

I have modeled a base mesh that I can quickly edit to get a more stylized character though, but I could care less about people thinking I am less of an artist for not modeling everything from scratch, especially since I am doing things myself, and mainly trying to learn. 

 

Link to base characters:

http://forum.maratis3d.com/viewtopic.php?id=735

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Thanks Aardvajk. Yes, it is difficult to make low-poly models that smooth well while keeping decent topology. 

 

My intent is to make a library of low poly models as bases for starting a model. The human was the hardest one. I need to make one for animals and trees and flowers and houses. I am debating on whether or not to buy the pro version of google sketchup (hopefully it exports to blender with clean topology). 

 

Even when using the Level of Detail modifiers in software, you get strange topology that is hard to edit manually (without sculpting). 

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