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When making a humanoid in blender, would you consider it "cheating" if you used the human-maker addon?
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Using any digital content creation tool is cheating. You should be writing down every vertex coordinate by hand.
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>>593926
No, pros use base meshes and have libraries of shit they or people in their studio have already made, that also includes lighting setups, cameras, pretty much anything that will save time. Anything you can do to save time is good, whether it's add-ons, scripts, the aforementioned libraries of shit, etc.
The only risk with using makehuman (or Daz models, or models ripped from video games, or downloaded off yobi3d / sketchfab / blendswap / t3dm / cgshare ) is that it's not going to teach you anatomy. It can speed up your process if you want something to sculpt on or something to quickly use for blocking out, and the topology is usually adequate, but you're not going to be able to reverse engineer the fundamentals from studying it.

Just so you know >>593929 is being a right smarmy git. You might want to use one of the Question threads next time if you want more and better responses
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>>593926
who could tell unless you're shit.
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>>594032
I was expecting to get fairly shit responses but this actually helps, thanks boss
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Most studios gaming or not have libraries of base meshes created in house by their lead artist / art director / whatever the fuck your company calls your head artfaggot.

Take a close look at most games and you will notice some similarities. A good example of this is the female Gods in SMITE. You really think the Hirez team remodels a female base form for Aphrodite/Hel/Nuwa/etc? No. They start with a similar base form and then work from there.
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>>594106
True
And doing so can also save time on rigging/skinning

Also:
>whatever the fuck your company calls your head artfaggot
>head artfaggot
many keks
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can you get caught if you get a blender base mesh from the net(free meshes, not paid stuff) and modify it? I just can't the base mesh of my character just right, i can do objects and clothes no prob but my base mesh isn't good enough. I plan to use it on a commercial product.
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>>594032
>The only risk with using makehuman (or Daz models, or models ripped from video games, or downloaded off yobi3d / sketchfab / blendswap / t3dm / cgshare ) is that it's not going to teach you anatomy.

This, established 3d artists use libraries, it's true, but if you ask them to make you a human mesh from scratch they know how to do that. Not knowing anatomy is gonna be a problem when you start making clothes or want to modify your mesh to make another character for example.
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>>594219
>and modify it?
Uh if you modify it sufficiently it will be an original (as original as anything is) asset. It's like asking if you can "get caught" using the zbrush default human.

What people have gotten into trouble for is just flat out stealing shit. Some sci fi FPS indie game dev got in trouble for stealing COD futuristic gun models, chopping them up and remixing them, and putting them in his game.
That said I'm sure he could have won the court case if he'd had the money to actually go to court, but he didn't so he shut his shit down.

The golden rule is: Don't Be Lazy.
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>>594219
>I just can't the base mesh of my character just right,

If by 'caught' you mean prosecuted, no. As far as I'm aware makehuman is free use, so you won't be charged if you plan to make cash.

however, there may be people who notice similarities between your product and the makehuman mesh and will be unimpressed, though you'll likely be able to pull the wool over the layman's eyes.

Organic modelling might be fairly difficult, just keep trying, there's no worse feeling than feeling like you've lost, or aren't good enough. 3d modelling is not some massively art based skill like drawing, it takes time, adjustment and planning.

That said, if you haven't tried already I recommend sculpting from your base mesh looks like.
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>>594219

of course, if someone finds out you did something like this, or used reference to make you model you're pretty much going to get blacklisted by the whole industry. better not risk it
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>>594596
>3d modelling is not some massively art based skill like drawing
And that's why we're plebs compared to real artists.
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>>594596
>>594656

I don't mean makehuman assets, i mean free base meshes that you can get online like on sketchfab for example. They say you have to credit the author, but the author most times isn't clear, and i don't want to put a sketchfab link in the credits of my game. I don't plan to join the CG artist industry, it's for a game.
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>>594770
Also forgot to mention, the model in question is a copy of a popular youtube tutorial in itself, but done with blender instead of maya lt.
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>>594770

I'm just goofin you btw. you need to use literally whatever tool you can get your hands on to get the job done faster. it's the only thing that matters. you don't want to waste time, motivation and energy on trivial shit that you can get done with outside sources. and it if you ain't using them then you better believe that most pros are
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>>593926
Depends on what you're trying to do. As a one man band making his own independent content, I'm fine with using "shortcuts." I use Make Human myself.
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>>594771
Stop being lazy.
You clearly have a deficiency of knowledge when it comes to making human models, so go fucking do tutorials and LEARN and then you'll understand the depths of your own ignorance.
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>>594892
yess...learn every single vertex! every single edge loop! manually retopologise using every pixel by hand!!! and do it for every model you ever make just to be safe!
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>>594596
>>594657
Does that make you less of an artist if you use CG pencil instead of real one? Go ahead tell that to new masters like Mullins or Ruan Jia.
Do atoms in it somehow make you an artist? And if you buy better pencil you will somehow sketch things better?

Does using vertices and edges and whatever else your new and exciting medium can offer makes you less of an artist? Did you knew that more and more traditional artists turn their eyes to 3d and even established 2d professionals use it now to concentrate on artistic, leaving block-ins for program?

Are you less of a sculptor somehow if you can suspend your virtual clay in zero-g and twist and mold it into whatever you desire?
You need special tools and real clay to be one?

Or is it a person behind the tool?




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