Creating people using Make Human and Blender

Well I stumble upon a beauty of a program called Make Human. If you’ve ever played a game that uses a character creation tool with flexible presets eg. cheekbone shape in Oblivion or Saints Row. After you create a likeable thing you can save the obj file for importing using Blender.:smile:

After tweeking with the settings (dam its good) I created a person which I then textured and rigged in Blender (although I have not tried using the obj file in maya) I also used a quick particle system for the hair.8)

I will also add that If you are using Blender, when you import the obj file you will have to sub-surf to get the smoothness again. I also recommend if you are rigging the object to create the bone from closest bone heat! :wink:

you can find make human at www.dedalo-3d.com

WARNING AS YOU SUBSURF MORE IT BECOMES __VERY HIGH POLY*__

Did you manage to get the rig out of MakeHuman.
If so how ?

I was under the impression that unity supported collada
but the file from MakeHuman has errors in unity

it would be great to get a rigged character from MakeHuman

You can’t get the rigging out of Make Human, I imported the obj file in to Blender and rigged it myself. :smile:

Blender scares me so I’ve been using Cheetah3D. Does anyone know if it’s possible to import the object in Cheetah, animate it in Cheetah, then import it into Unity?

OBJ’s should work natively with Cheetah3d if I’m not mistaken…

Those don’t exactly look … game engine friendly :slight_smile:

I don’t use them anymore, only for 3d reference when I’m building a character - you could re-topologise them if you really want to.

UniHuman ( http://forum.unity3d.com/viewtopic.php?t=30771 ).