๐งต I need to make a template
Anonymous at Thu, 29 Jun 2023 09:09:22 UTC No. 949670
So I do stuff on commission BUT sometimes I really can't rely on stuff like MakeHuman or Charmorph for character templates, MH has a lot of options but horrible topologies and base models, Charmorph is a bit more friendly but the sliders suck and of course age sliders are restricted because god forbid someone uses it to make porn.
At first I thought I just had to make some very low poly/LOD character so I could make deforms easily BUT then I would have to also make a new skeleton every time among other things.
So, what is the best way to have a body template which I can deform without much complications when I want to make a wide variety of characters? the other problem is of course having to do some "Frankenstein" kind of work if I decide to use a more cartoony or anime style.
If only MH actually had some documentation but doing retopo as it is documented ALWAYS comes up with glitches and unusable stuff.
๐๏ธ Anonymous at Thu, 29 Jun 2023 09:34:22 UTC No. 949674
>>949670
By learning sculpting, chud
Anonymous at Thu, 29 Jun 2023 09:51:18 UTC No. 949675
I googled "Charmorph" and I wanted to take a look back at the original manuelbastionilab.
Since I have Blender 2.7 and I've found a link
https://github.com/asrixprime/MB-La
It still works and looks interesting.
Anonymous at Thu, 29 Jun 2023 09:54:30 UTC No. 949676
>>949675
Nothing comes for free, chud. Either you learn sculpting or not.
Anonymous at Thu, 29 Jun 2023 09:57:58 UTC No. 949678
>>949677
You see, Chud, you will never make it as an artist if you rip off free modelz from third party software.
Anonymous at Thu, 29 Jun 2023 10:09:00 UTC No. 949679
>>949678
I don't want to "make it as an artist". I'm a programmer and I'm doing this for fun.
I'm ok with the model. The question for me is how hard is it going to me to set it up with a full body Cloth simulation. With MakeHuman it was a nightmare.
Anonymous at Thu, 29 Jun 2023 12:02:12 UTC No. 949686
But thanks OP. I really didn't know MB-lab existed. I've always used MPFB2 and the standalone MakeHuman thing.
I've always been disappointed in those not so much for the quality of the model but for the quality of the skinning, because it breaks down very easily.
Anonymous at Thu, 29 Jun 2023 13:48:00 UTC No. 949693
>>949674
/thread
mods please close /3/ down for good.
Anonymous at Thu, 29 Jun 2023 18:07:38 UTC No. 949733
>>949674
I know how to sculpt and all, I can basically make either sculpt or polymodel that's not what I meant.
Anonymous at Thu, 29 Jun 2023 18:10:40 UTC No. 949735
>>949686
I tried to use MH several times but their documentation is non-existent and their solution to custom topology is "hurr, make a bodysuit with the clothes creation addon" but certain parts of the model refuse to "separate" like in the mouth or the toes, when you use a skeleton.
Anonymous at Thu, 29 Jun 2023 19:03:37 UTC No. 949738
>>949735
I don't think it's worth the effort to create new topologies for MB-lab or MPFB2 unless you want to contribute to the projects. But I'm not completely sure because I haven't read the source code yet.
When I did this >>946599 I've used the finalized mesh, then I've added a custom skeleton, custom weight paint and Cloth sim all outside of MPFB2.
Anonymous at Thu, 29 Jun 2023 19:07:20 UTC No. 949739
>>949738
I just don't want to keep making avatars from scratch when I need to make sure certain topology parts deform correctly every single time, I mean, once I am able to properly make a hand once it is a bit hard to make it exactly the same and then paste it on a body, then deform the fingers accordingly, etc., even if I made sculptures I always have to retopo for optimal performance.
Anonymous at Thu, 29 Jun 2023 19:20:09 UTC No. 949745
>>949739
You shouldn't attempt to fix bad deformations with topology. There are ways to do it by tweaking the bone weights.
You can look at this for a good tutorial:
https://www.youtube.com/watch?v=f6i
but beware because on that same channels there also plenty of bad tutorials. Avoid the guy obsessed with "the puzzle of topology". He's Ton's personal cello player and he's not... all there...
Anonymous at Thu, 29 Jun 2023 19:33:00 UTC No. 949749
>>949745
Sometimes I think I should just try a "modular" approach.
Anonymous at Thu, 29 Jun 2023 19:43:16 UTC No. 949751
>>949749
I haven't read the source code of MB-lab in detail yet but it should be possible to add more character types by editing a json file which is in there.
Maybe it's just a matter of getting some measurements and factors and writing them down in that file. I'll get back to you if I can figure out how to do it.
Anonymous at Thu, 29 Jun 2023 20:39:09 UTC No. 949767
>>949751
Yeah, I am on the charmorph's discord server and was asking around where to find some custom jsons and stuff to make more models but as usual most people there have no clue or don't plan on releasing documentation until their personal project is to their liking, not to mention they think they would be liable if they allowed certain body types from the get go.
Anonymous at Thu, 29 Jun 2023 20:59:08 UTC No. 949775
>>949767
I'm assuming that you're unhappy with the upper bound of the age slider.
The data exists because MPFB2 has it, so maybe it's just a matter of porting it over to MP-lab.
Anonymous at Thu, 29 Jun 2023 21:26:10 UTC No. 949786
>>949775
Basically yes.
Anonymous at Fri, 30 Jun 2023 06:32:34 UTC No. 949851
>>949786
The anthropometric data for ageing is intentionally missing in MB-lab but I believe that if you were to obtain measurements from the MPFB2 base model you're interested in, you could port them over to MB-lab using the functions I've indicated.
Anonymous at Fri, 30 Jun 2023 20:17:03 UTC No. 949921
>>949851
Thanks, this will come in handy.
Anonymous at Mon, 3 Jul 2023 09:16:07 UTC No. 950215
>>949670
blender already comes with humanoid template.
any reason why you are not upgrading from 2.79?
Anonymous at Mon, 3 Jul 2023 09:33:14 UTC No. 950218
>>950215
Eevee.
Anonymous at Mon, 3 Jul 2023 09:45:39 UTC No. 950219
I refuse to downgrade to Eevee because I need real Ambient Occlusion and shadows that don't look like minecraft levels to do outdoors sun lit architectural renders, which Eevee can't do at all and Cycles is way too slow to be usable.
But there's another million reasons.
Another would be that no useful functionality has been added past 2.79, so there's no reason at all to downgrade to 2.80+
Anonymous at Mon, 3 Jul 2023 10:12:31 UTC No. 950221
This is nothing special. It's just because I've rendered it as test. It's the MB-lab base model with my custom weight paint technique and some mocap data from:
https://sites.google.com/a/cgspeed.
Unfortunately I wasn't able to set up a full body Cloth sim with self collisions this time because the mocap data was too approximate and I didn't have the patience go go through it.
Anonymous at Mon, 3 Jul 2023 18:57:17 UTC No. 950270
>>950216
I am on 3.6 already, I am just trying to get a working template which I only need to deform using 3rd party "sliders" and stuff.
Anonymous at Mon, 3 Jul 2023 20:41:16 UTC No. 950294
>>950270
I've tried to modify the measurements like I told you >>949851 but it doesn't work. MB-lab refuses to go off-scale so to speak and it would be a lot of work to fix it.
Anonymous at Mon, 3 Jul 2023 20:44:01 UTC No. 950296
>>950294
Yeah, I tried asking around on charmorph's discord but in general even if different morph's exist for younger characters you can't just ask where, theoretically speaking mblab could go for dwarves and all so it may be possible to find a workaround by focusing only on proportions but still kind of a huge task on itself.
Anonymous at Tue, 4 Jul 2023 08:54:42 UTC No. 950338
>>950337
Interesting, it probably would need adjustment on the other sliders, quite the task.
Anonymous at Tue, 4 Jul 2023 09:19:35 UTC No. 950339
>>950337
Let's say it's easy to remove the limits on all the sliders and it's kind of interesting to do but the very specific morphs are missing and would need to be made and re-compiled into json files.
The scripts needed to compile new morphs seem to be there but I'm not really into the stuff that jannies like, so... I'll leave it at that for now.
Anonymous at Tue, 4 Jul 2023 18:25:13 UTC No. 950367
>>950339
As usual by the time someone makes something usable Blender will have it already implemented in their next build.
Anonymous at Tue, 4 Jul 2023 21:03:41 UTC No. 950391
>>950367
I have no idea what you're trying to say but I vaguely remember running the original MB-lab >>949675 on a Pentium II
Anonymous at Wed, 5 Jul 2023 21:49:42 UTC No. 950502
>>950454
You can have non-universal since it uses most of mblab's sliders and stuff my complaint is the moralfaggotry used to justify the age morphs, I recall the mblab guys saying they never meant to allow nsfw stuff which is stupid.
Anonymous at Wed, 5 Jul 2023 22:28:47 UTC No. 950504
>>950502
But that's the good quality model. The other models are imported from MB-lab.
My complaint is that the skeleton looks like pic related, which means it's very model-specific.
Imagine wanting to edit the model and then having to manually re-position and re-weight all those bones.
In MB-lab you can load motion capture data easily >>950221 but in CharMorph that doesn't seem to be possible anymore.
Anonymous at Wed, 5 Jul 2023 22:37:45 UTC No. 950505
The non "race universal" models don't have the intergluteal cleft slider. That's the issue.
Anonymous at Fri, 7 Jul 2023 07:28:11 UTC No. 950678
>>950504
>>950505
I see, in general I just hate how these things are limited on purpose because their authors think they can control what's done with their addon.
Anonymous at Sun, 9 Jul 2023 07:38:31 UTC No. 950879
>>950699
What parameter is that?
Anonymous at Sun, 9 Jul 2023 08:00:59 UTC No. 950881
>>950879
A parameter I've made up using the editor. It's at the bottom in the "MB-Dev" tab. It's not exactly easy to use but it's functional.
Anonymous at Mon, 10 Jul 2023 01:55:03 UTC No. 950958
>>950881
Worth checking out I guess.
Anonymous at Sun, 23 Jul 2023 02:24:05 UTC No. 952615
>>950699
I was able to contact one of the devs and at least got some info on how to add new characters, will post the info later.
Anonymous at Sun, 23 Jul 2023 02:47:08 UTC No. 952617
>>952615
Everyone who makes posts like this disappears under mysterious circumstances
Anonymous at Sun, 23 Jul 2023 04:47:05 UTC No. 952627
>>952622
In Charmorph (and in MB-lab too I guess) you can use a previously created character as the base for a new character.
You can start a character, edit it with the sliders, then edit it manually and then use it as the starting point for a new character and again you can edit with the sliders and edit manually and so on.
To make a new character from scratch I guess it's ok if you want to contribute to the project.
Anonymous at Sun, 23 Jul 2023 04:58:13 UTC No. 952628
It doesn't seem to be really possible (or easy) in MB-lab, only in Charmorph.
And then, you can iterate and when you're satisfied with the base mesh, you can create a new character and add it to the Charmorph project.
This is how I think you're supposed to do it.
Anonymous at Sun, 23 Jul 2023 19:23:25 UTC No. 952719
>>952628
Basically yes, I still don't understand the whole "destructive modification" part of charmorph's documentation.
Anonymous at Wed, 26 Jul 2023 07:17:30 UTC No. 953076
>>949675
Thanks anon, I hadn't heard about MB-Lab and struggled to make a basic character model.
Anonymous at Thu, 3 Aug 2023 00:36:32 UTC No. 954045
>>949670
You should really just learn to make your own basemeshes from scratch
it may take a little time and effort but the results are 100% worth it
makes it easy to match references without issues when you can do it all from scratch
Anonymous at Thu, 3 Aug 2023 07:15:33 UTC No. 954053
>>954045
Working on it, still a pain since my income depends on it.