Cool idea, but its probably just eye candy to mask the fact that its more of the same.
Semi automatic generated level designs, filled with the same flickey palm trees and grass alpha textures capped off with wooden huts, rocks, boxes and maybe a jetty surrounded by water!
Complete with auto generated npcs with generic faces using the same bodies generated in some other one button app that p0rt uses.
http://www.makehuman.org/ is not 1 button, it has many to quickly shape a humanoid body to 100,000 shapes and sizes, you will have to remove polys and clean the models up before you can use them in game
100,000 for 10 mins each variations is better then 1 prefab and 2 weeks of endless work to make another human with a slightly different appearence, and then do all the specific detail thats in the concept art that you get given,
you can make aliens as well in make human, make human, its just make a humanoid, 2 arms, 2 legs, a torso and a head, make human can give the models a horse cock or decent sized titties
I am pretty sure most character artists would laugh at you if you told them the best they could do in a weeks worth of work is a slightly different appearance.
Name one famous well known game character created in that software...
i laugh at them for spending days and days pissing around moving dots
if you get given a concept charector and a modeller for a game, you can probaly make the base shape in 10 mins using make human, make human has controls for everything, eyes, forhead, muslcles, neck etc etc etc
you dont have to spend weeks doing it all manually before you even begin on the main detail of the model, like proper elf ears, veins, body armour,
you will still have the basic shape of the final model made in 10 mins using make human
"i laugh at them for spending days and days pissing around moving dots"
Its called work and I would not laugh as unlike you, they get paid for what they do , and its that level of investment that is what makes a known character.
you also totally avoided the bit where you were supposed to tell me what well known characters were developed in that software.
I can list dozens inside max, maya, zbrush.
can I just get ONE from makehuman, or has your complex limited itself to dismissing anything beyond mediocrity as it would put things into a perspective you cannot be a part of...
nvidia and amd make charectors, and all the third parties that make new ways todo skin and hair, a bit of body armor takes a few days to make once you have the base of the body,.
a normal body for farcry takes 10 mins using make human and no simple charector FPS needs to use the same generic body for 100 charectors because they take a month to make
initially you were talking about Make human, now you are talking about it in conjunction with other software.
Any decent character artist will already have reliable base meshes to work from which unlike make human will not require loads of cleanup.
Most of the really nice characters these days are done in Zbrush and moving millions of "points" around in the way I think you mean, is really a thing of the past in modern 3D apps like zbrush.
The only people who use make human are really those who want genric character with little or no id like quake 4 or those without the talent or time to model anything decent.
they might use zbrush for concept art, they model game charectors from scratch, you cannot export a 4 million poly model, load it up in lightwave, maya etc and remove 3,998,000 polys and still end up with a model that is usable and recognisable
and artist could draw a new charector everyday and whole cities in a week, and no game would ever need to re=use models
There is a guide about the number of polys in modern day game, even quake 4 is quoted at MORE than your 2000 from over 6 years ago.
you are clearly not informed about the use of 3D graphics because you have been taking the easy way out with things like makehuman, had you been, you know about things like "retopology" and not made the comment you did about a 4 million polygon assets being no use.
And that is ignoring the fact that you think 2000 polygons is some kind of standard benchmark these days for a character.
your a tard, you cannot export a zbrush mesh and load it up in lightwave and use the remove polygons button http://www.keyxl.com/aaaa253/163/Newtek-Light...rtcuts.htm and remove most of the polygons and end up with a mesh you can use in the game, you would need a super computer which hollywood movies are made on, not a desktop pc and a gtx card
i said you might need to remove a few polys first, if you a n00b and over do the face in makehuman, you have many polys you dont actually need..
id games use less polys then all other games, id games have full bumpmapping to give models the 3d look, then small detail is not actually part of the model in polys...
most other engines need to scuplt betls, bolts, buckles and all the other small model detail in polys, most engines do not have full bump mapping
i know it does, i have said it 5 times, if making a usable game model was that easy, of just pressing remove polygons in lightwave a few times on a zbrush model, artists would be making whole cities in a week and could just make a new charector in a day
in 5 or 10 years, you will probaly can just press a button and use a model without any cleaning up, lightwave is good but not that good, and tends to loose the models shape on the third or forth time of pressing remove polygons
Your replies have nothing to do with what is being said, secondly, that video is not mine, its just a fact about the software that shows that the high polycount in zbrush has nothing to do with the polycount of the final model, something which you were not aware of hence you saying...
"They might use zbrush for concept art, they model game charectors from scratch, you cannot export a 4 million poly model, load it up in lightwave, maya etc and remove 3,998,000 polys and still end up with a model that is usable and recognisable"
Its a fact, the next time you wonder why things are the way you are for you, you just need to look at this thread. Your beyond bizzare, you are just not well.
The "models" you posted are shite, in fact, everything you ever post is shit, from your ridiculous nullnuke that had more security holes in it than a tramps matress, and lets not forget those skyboxes you made, to your shitty mods that no one ever played because your mental health issues were laced all over the readme.
You might aswell just fulfill your destiny now and kill yourself.
It can be your christmas present to the internet and I am sure someone out there will be grateful for your housing benefit.
"they might use zbrush for concept art, they model game charectors from scratch, you cannot export a 4 million poly model, load it up in lightwave, maya etc and remove 3,998,000 polys and still end up with a model that is usable and recognisable"
I'm really looking forward to playing this game but you kinda killed some of the joy...what game DO you think looks beautiful from an art point-of-view? (jeez)
I was just being cynical, dont listen to me, its just my genreal impression of this franchise and from what I saw on TV. I dont know what every level looks like, but I find it funny the bits I have seen were what I was mocking.
FarCrySis and similar engine benchmarking games aren't really my cup of tea and while this patching up and removing glass shards is gimmicky as hell, I kinda like the idea.
lol was thinking that too sorta...those dislocation animations look gruesome. Realistic? not quite -- who can just twist his bones back into shape and be good as new? novel idea though.