You have missed one of the killing features of this release -- Mass Produce, the thing that can automatically generate tons of characters with some configured deviation from your base model. That's specificly valuable and helpful to gamedev if you need to have lots of NPC or actors in your game. Probably, will be helpful for filmmakers as well.
As someone who hates modelling hands, I could use this to have a believable hand base mesh that I can tweak to my liking. If you can model stuff, then you can definitely take advantage of this to save you some hours of work.
@@WoodysAR No, I actually meant if you CAN model stuff. Let me explain, if you have a base mesh for a character, but have no idea how to model one or how it's topology works then the base mesh will do little to no good for you. Instead, if you know how the base mesh works and if you understand why it's topology works, you will definitely take good advantage of that knowledge to edit and adapt that base mesh to any character design that you want (unless it's not a human but that's another story).
@@josephbrandenburg4373 It doesn't necessarily mean fewer jobs. It means those people who have to specialize in one area and work at a game studio can make a game themselves much easier. More automation means more self-employed game designers, more small teams.
For people looking for realistic models i recommend: MBLab addon for Blender. 1- Free 2- Realistic models (body, skin, muscle and textures...etc) 3- Customization (correct anatomy) 4- Works inside blender
Did they ever work out the licensing issues? I loved MBLab the one time I messed with it, but the licensing put me off it because I don’t want to release my game under the AGPL. Extra frustrating because, as I understood it, the developers don’t even WANT to have that restriction, but their hands are tied by decisions made by the original creator, who is now unreachable. So I’d love to hear they worked out a solution!
@@arashikou6661 Does not appear so... "The AGPL can be an obstacle in case someone wants to create a closed source game or closed source 3D models using 3D characters made with MB-Lab because the AGPL will propagate from the base models and from the database to the output models."
@@arashikou6661 Last news was that they try to create a new library with CC0 license, but it takes time unfortunately. Might still be a while until the free library becomes available.
This is a massive improvement, to be sure, but I’ve been dabbling in iClone Character Creator recently and one thing I would REALLY like to see in Makehuman is the ability to adjust the morph sliders beyond their default settings. For example, because I have a sick, sick sense of humor, I usually adjust the “Body Fat” slider in CC to 500% or so (as opposed to 100%) to make my characters look like DeviantArt abominations, then “bake” the slider and adjust the slider to another 500% just for sick kicks. You could also adjust that same slider to -500% (or less) to make them so skinny, they fade into oblivion. A more practical example would be when I increase the scale of the eyes 300% and decrease the scales of the nose and mouth to around 50% to create a typical “Disney Princess” face. I want to be able to make extreme, freakish changes like that in MakeHuman.
@@johndeggendorf7826 I’m not THAT deranged, but I suppose with Blender’s Voronoi Fracture add-on and some explosion particle effects it’s possible, albeit way too much work for something I would never in a million years put on my portfolio.
Looks like a pretty modest improvement in a program that has been more or less stagnant for the last 5+ years. I still love Makehuman and use it regularly for base models that I then edit and re-rig but most of the functionality has been more or less there for the last decade. Still, it's come further than other tech from that time like Facegen.
pose direct into make human can be used to make sure that the model dont have any riggint issues (there were a bunch in the past, depending on the model that you make there might be some issues) posing the model you can test if you should fix something before or after you export for another program to continue the work on the model
I'm pretty sure you've made a mistake in your video regards the licensing. The wording says anything "included with and produced by", but I don't think community assets fall under that category. This is backed up by the community tab having a licence column in them, some of which were CC-BY, and if memory serves, there are some AGPL community assets too. But thankyou for making this video all the same, it reminded me that MakeHuman existed!
I didn’t notice it covered in this video, but you can convert the MakeHuman rig to a Rigify one upon import., meaning free Ik rigged “human“ characters in Blender. Only issue I’ve encountered are improperly skinned shoes. But an easy fix.
That's actually a great feature, with a previous character I spend lots of time changing the rig and weights for my needs, that would save a bunch of work.
MakeHuman is awesome, but the characters are pretty fugly, so best when used for distant shots. MB-Lab is more tightly integrated into Blender and produces much better looking characters with more options for specific ethnicities, which is really helpful. And the free version of Mixamo Fuse is even better still. The one advantage to MakeHuman is that it will allow you to create children, which when you're doing arc-viz work is important, as destination locations usually need kids in it to feel real.
It's still nigh on impossible to make realistic human models in MH unfortunately. I have used it a fair bit but always just as a base mesh that I sculpt over and then I project the texture back onto my new sculpt. That's about the only thing I have used it for though.
I've been using make human to generate base meshes, slowly but surely it's becoming more multi-functional for 3D humans. I have a 3D everything else handled in Blender, I could even do clothing with cloth simulations. But making humans is the toughest part in 3D art.
I remember back in early 2000s when MakeHuman was brand new. The model was horrific. It had overlapping tris and double faces everywhere. I decided to clean one up one day. Took 3 days to find and fix all the mistakes on it.
@@lawrencedoliveiro9104 not sure, but it's written in a different language than blender, using Qt for the UI. And it was over 10 years ago. So Blender changed during that time too.
@@Sk4lli It’s written in Python, just like all Blender addons, and even parts of Blender itself. And the Blender conventions I’m talking about were the same back then.
@@lawrencedoliveiro9104 right, same language, but they decided to make it a separate thing over 10 years ago, creating a new ui, probably because they used Qt and had a good reason. Creating a new ui leads to much work to create a specific look and feel. Maybe it was too much work.
I have had this old clunker kicking around on my computer for years. I never used it for much, since the original license was trash, just like the base mesh. But if the base mesh is now CC0 maybe it would be ok for back ground characters or starting point towards a real character model. This is basically an open source version of character creator.
I would never criticise an open or free software like makeHuman. That said I looked at it and tested it MANY years ago, and the characters in this version actually look like they have LOST both in "configuration flexibility" and ""looks"" ??? Maybe it's more stable and ""powerful"" (in some way) but it still "feels a bit odd.".
MakeHuman has some magic I believe. The default characters look terrible and after some tweaking they probably look even worse. I usually ignore the tweaking features in MakeHuman and use sculpt brush in Blender to finish the models. Or, you just use Daz studio instead...
Subscribed. This was a great video man. Was not aware of this software. I've dabbled with Daz 3D and might still buy character creator. Pretty impressed with what you were able to showcase here quickly. Great work and very helpful.
You missed the most important difference between MH and Poser. The last time I used Poser, which was version 5 I believe, all body parts were separate. Bear in mind that version 5 was well after skinned meshes had been standard even in game engines. Without a lot of lighting tricks you ended up with G.I. Joe joints. Also, with the weight thing, it works with the tone slider. Max out the tone and weight sliders and you end up with a bodybuilder. Keep the weight at max and take the tone all the way to the left and you end up with someone who shouldn't be able to stand under their own power.
Pretty cool. I used to use Make Human a lot, even posted a video about it a few years back but I moved on to Adobe Fuse since then. Would be nice if that Socket feature works with LightWave. I wouldn't be using blender of course.
Didn't use it for years but great to see it's still running and finally making some huge progress. Interestingly in an earlier version there were built in genitals similar to the clothing tab, with individual sliders to customize them. I think they got lost when they introduced the different topologies or sth with some of them have them permanently. And the new community feature is great.
I feel like the program is still limited. So far, you can only slide through one type of character, and I feel like they need more models. Right now, it's generic video game model, but it'll need realistic models and stylized models that you can slide through as well. Definitely good for quick and dirty background characters, but still needs more features.
The other blender addons that were briefly mentioned in this video allow you to make your own morphs and "proxies" (that's the term they use for base meshes). So if you wanted to make, say, elf characters, you would only have to spent time re-shaping a base mesh into what you want, then you could use this to make a whole village of them.
I was using this tool long time ago, but I switched to my custom topology/uvw mapping/textures , there is more advanced character creators already written on a Python in Blender 2.8+ , more powerful creators with unlimited possibilities
Sorry but I still think that make human is only good for base meshes. I tried it in the past I still see no major improvements. To take it and then have to refine it with sculpt tools and make better textures is a este of time if you are in a time crunch. Character Creator is still better.
Agreed, I've tried MakeHuman off and on for probably about 5 years now and it's always the same. The hair, lashes, skin texture, clothing, etc. are terrible and unusable and the actual meshes it makes don't look good, but it's good to use as a base to sculpt/retopo on in something else. That's about it.
Just fantastic news I can't wait to start using the new program and I will promote it in every video I use it in and maybe send you some money when I get some
I was confused about one part: the skin when exporting to Blender. Do you lose the skin (digital flesh) when exporting to Blender? If so, how do I get it back?
I was playing with this in... maybe alpha or beta or rc... just can't remember. At first it was always crashing on my machine. It appeared to be a AMD-specific bug (which caused by Nvidia lack of strictness... as always). I sent in a patch and it got merged. It's kinda funny that no one in the dev team nor user uses AMD gpu.
Blender is growing fast and exponentially, is like the flag of the free world, one of the best 3D software in the market and totally free, plus is an ALL IN ONE solution, I discover new add ons almost every day and is one that probably could be of interest because the topic of the video the MB-LAB character creator plugin (mblab.dev/) for blender 2.8 (I didn't test it in 2.9 yet, actually I will do it after end this post), I am not a big fan of make human being honest, because normally the clothing isn't the best then is just a loss of time, I can create the character with MB-LAB refine it with sculpting use auto rig I also have my materials library and from there use a clothing plugin but normally I prefer to make the clothing manually because offers better results plus Blender 2.9 clothing with sculpting brushes is super fun and easy, the problem I see with make human is the final result, the clothing doesn't looks appealing to me, I can save time but in detriment of quality, then I prefer to simply make the clothing with blender manually, that leaves as only value the model and the rigging, both can be done with other resources and the texturing isn't a big deal then I don't even take that in count, after you work for a while you already have like your base meshes for almost everything, some artist prefer to start from scratch everytime, everyone has his own preferences, but I believe MAKE HUMAN will increase popularity for the blender add on and is like they are joining the blender community by default, then I believe the best is to keep an eye on it and see how the community library grows and if is a way to get involved and help it to grow, right now the only advantage of Marvelous designer is the auto fitting tool but somehow blender=make human can probably become the solution to finally get rid of Marvelous Designer, I will try to make a deeper research and come back with an answer ;3
How could I create custom 3d models like you showed in the beginning of the video? I have a 3d model which I'd like to 3d print, but I think creating an assemblable figure is a better way
I installed makehuman but it is not opening... no showing any error massage also... not even appear on task manager... I tried changing installation folder, updating python, deleting v1py but didn't worked... also tried old version... I would be very grateful if someone could help me with this matter.
...where is the .exe file? I downloaded it, unzipped the installer, installed it, i went to the makehuman folder, but i can't find the makehuman.exe anywhere.
This looks great. But I need hundreds of N64-quality rigged characters with faces that are basically pictures. Is that possible here? Can we replace the good meshes with crappier ones?
Off topic... Do you have any thoughts on GameDevs Drawing kick-starter? I think the drawing is going to be done in Krita but they are including courses in Blender at the $25 level. Thanks.
That's the same logic change require to switch to touchpads on laptops scrolling the wrong way.... And no one wants to think different, so they just change the settings.
OH YESS! Finally someone made life a bit easier. Would you be able to sculpt further onto the mesh afterwards? For example create a 3rd eye or 4 arms... ?
Hm. Also no drag and drop for background images. I mean inside the UI, into the dedicated drawer yes. But still a nu..sance ... whatever. And then I still can't freely pose each seperate bone. So not really what I thought I can use it for.
Nope... one of the reasons I just can't use this software. Gives me a headache, can't see what my character will look like when viewed perspective (which it will be in like 99.99% of all use cases).
i don't think you still get taller as you get older the grid almost looks like it scales up which tho you're taking up more of the frame you'd be getting smaller i think?
It's python based, so you can probably install python and the required dependencies, and then download the Linux version.... Or just install Linux and use it under Linux... The way Apple is going, you'll be saying "I wish my Mac could do that" a lot more if you stick with Apple.
Too bad we can't see THE HUMAN only a mask.... It looks EXCEPTIONALLY LOW QUALITY... I suppose I could mesh smooth in 3ds Max... Does it make Morph targets?
MB Lab is not included in blender by default and there's kind of a limit to the possibility in character making in MB Lab But MB Lab is more realistic in skin texture
@@saintjohnprecious7665 Huh. I guess my installs just "remember" what addons I have. I have 2.92 alpha "sandboxed," and it doesn't have MB Lab. Fair nuf. And yeah. I suppose. Once you "finalize" editing in MB Lab, that's it. Done. No further modifications.
I did some early coverage of Daz. My biggest issue is just how much they spammed me and I also recall it installing some kind of ad software on my PC. That always turned me off Daz coverage going forward. Maybe they've gotten less crappy from a business side.
@@gamefromscratchI searched your channel for "Daz" and found no references. DazStudio doesn't install any ad software and it never has. I've been using it for over a decade. And they don't spam either; if you don't want their newsletters, you unsubscribe, as you do with anyone else. DazStudio makes MakeHuman look like a high-school coding project. Sure, it's nice that it's open-source, but it needs about a decade to catch up. That's no slight on the devs, but that's often the nature of open-source. And, as I said, they now have direct exports for Blender, UE4, and Unity (as well as some other stuff, like Maya) and game licenses for almost every asset they sell (and the licenses go on sale fairly often). DazStudio, as well as the export plugins, are free as are the basic assets. I didn't mean to sound like an advertisement. It's just really good software that only recently really started focusing on their game dev applications.
@@Kaylakaze You have no clue. The shit is expensive. You NEED Interactive licenses to use it in games. That alone is a big No-No, cut the crap, buy Characted Creator 3, or use MakeHuman, Daz is trash and very anti-gamer friendly. Stupid ass license. Did they pay you to come here?
@@realtyrone You're the one that has no clue. You can use free DazStudio-compatible assets in your games all you want. You can find plenty of those on the net. If you want to use Daz3D assets, you need a license, but they ARE NOT NECESSARY in order to use DazStudio. As far as expensive, is $5 too expensive for an interactive license for an outfit that would take your 3D designers hours or days to create? Because they're often $5 when on sale. $15 when not on sale is still a bargain when compared to a 3D designer's time. CC3 is nice, but if you want to talk about price tags... If you're such a whiny pissbaby that expecting you to pay for someone else's work bothers you, then you're not worth talking to. But if you want to stick to making games that look like they came out of the dollar bin in 2003, keep using shitty software.
Reasons why I was not using it: Always the clothing clipping. Not many clothing options. Never knew how to export. Reasons why I will not be using it: It crashes. Clothing still clipping.
It crashes rarely, mostly if you are using community assets( I suppose this is caused by the fact some community designers have extra-curved hands and not paying attention to testing before donating their work). So far I have exported 15 models in manual mode and generated tons in Mass Produce. And I had only one crash. Also, I've heard that most suffering people (because of crashes) are those, who use integrated GPU. But c-mon, if you are modeller or gamedev guy -- there is no place for integrated GPU.
Lots of clothing and other assets available here: www.makehumancommunity.org/content/user_contributed_assets.html .As for skin showing through shoes or clothes, the easy solution is vertex masking.
Because that was original MH. And it's now officially dead for years. But this one is community MH, next gen. They even use different site for their project: www.makehumancommunity.org/
The lack of overweight or simply fat models really annoys me. Almost every software or plugin puts a cap on the body mass. I know it's one of the most difficult things for a software to get right, but... I've been doing some scenes with superbig heavy people (think fat professional wrestlers) and had to go to sculp mode in blender to add mass and fat to every one of them.
As a fat person who is also learning 3d character modeling, I want to thank you for that comment. I’m also a “newbie”, incidentally, to being fat. But I have my eye set on being a super big heavy person...someday. Thanks 🙏🥃👍🎩🎩🎩
If you import to Blender there is an option for "advanced skin" or something like that which makes it a tiny bit better (not for games though), but yes the skin textures should be higher res and higher quality definitely.
Grab the Linux version, install python for Mac, and see if it works. You'll probably need about a dozen dependencies for Python too. Or download a Linux distro and begin your move away from Apple.
Now there is one problem I have with this tool, right. It's resulting models so far are fairly ugly. It's that uncanny valley, baby. It's just a good step up from what Mixamo could do, yes but here's the resulting complication. As an indie Game Dev, basically someone who would rely on these sort of tools, you have little choice. The best way to use this is maybe as a base mesh time saver, since at least for now you got to model hair yourself anyways at some point. The one proper way to combat the issue of "Long time needed for modelling characters" and "Realistic looking characters" would be stylization. A great way to make your game stand out and look amazing, while not being taxing on the systems, even if, what you are making are, mobile games. So far, stylized char creators are not an option and thus I cannot see this being solely relied on by any successful future game dev, as of now. Dunno, just rambling here. It's a cool tool and maybe I don't see it's potential yet but realistically, this won't change the industry for quite some time.
To be honest, I think that's kind of a feature. You absolutely have to keep working on a makehuman character if you want it to be believable. Peopl tend to leave Daz characters as they are, and that just screams "beginner". Obviously leaving a MH character as is would be even worse, though!
@@josephbrandenburg4373 DAZ Genesis 8 figures are highly customizable, in body as well as face. And of course there are third party "helpers" to expand and automate features. I'm a comics artist and use figures mostly as reference for size and lighting. Daz also lets you export their figures as .FBX which I can then open in my app of record, Clip Studio. There I can even access the internal rigs! It's a good time to be alive! _LOL_
@@TheKevphil For what you do, that sounds incredible, especially since none of that stuff comes with a huge price tag. I'm a "pure" 3D artist, and Daz is... pretty well a joke among professional 3D artists. Lol. It's not entirely fair.
@@josephbrandenburg4373 What about using DAZ figures as a base mesh (starting point) for new figures? You don't want to start from scratch every time you need a new character, right? And certainly, the geometry looks a lot better than Poser or MakeHuman, at least right out of the gate.
@@TheKevphil yeah, that's something a lot of us do. I don't know what Daz' license is like for that, though. I prefer Makehuman because it's more if a "needs improvement" base and because it is free software.
Link:
gamefromscratch.com/makehuman-1-2-released/
Can you import Daz model clothing and expressions as well as morphs
You have missed one of the killing features of this release -- Mass Produce, the thing that can automatically generate tons of characters with some configured deviation from your base model. That's specificly valuable and helpful to gamedev if you need to have lots of NPC or actors in your game. Probably, will be helpful for filmmakers as well.
More detail
This sounds absolutely amazing ngl
Thanks for mentioning that...that’s important. 🙏🎩🎩🎩🍺
this comment made me download the new version
Sounds like something to use with Massive. 😂
As someone who hates modelling hands, I could use this to have a believable hand base mesh that I can tweak to my liking.
If you can model stuff, then you can definitely take advantage of this to save you some hours of work.
You must mean if one _CAN'T_ model stuff?
@@WoodysAR No, I actually meant if you CAN model stuff.
Let me explain, if you have a base mesh for a character, but have no idea how to model one or how it's topology works then the base mesh will do little to no good for you.
Instead, if you know how the base mesh works and if you understand why it's topology works, you will definitely take good advantage of that knowledge to edit and adapt that base mesh to any character design that you want (unless it's not a human but that's another story).
See this why I subscribe to you. You’re probably the only guy on RUclips who covers lesser known programs.
Make human is well known bro among blender community
Make human is very well know tbh
@@anshbhilare9565 But hardly nobody covers it on RUclips tho
@@TonyG718 yeah, but its well know in the industry
did you just call make human lesser known?
the big prob in game dev is lack of automation across the board. these kinds of things are great to see.
I don't think I agree with you. More automation usually leads to fewer jobs. I don't like that.
Bro But if you need more flexibility in work custom made assets are good
@@josephbrandenburg4373 It doesn't necessarily mean fewer jobs. It means those people who have to specialize in one area and work at a game studio can make a game themselves much easier. More automation means more self-employed game designers, more small teams.
@@SoftBreadSoft Username is AI. Suspicious 🤔
@@josephbrandenburg4373 :^)
Great post! I have been experimenting with Make Human in recent past and now I will spend some time revisiting it.
For people looking for realistic models i recommend:
MBLab addon for Blender.
1- Free
2- Realistic models (body, skin, muscle and textures...etc)
3- Customization (correct anatomy)
4- Works inside blender
Is there any extra character or skin preset library that i can download for mblab addon?
Did they ever work out the licensing issues? I loved MBLab the one time I messed with it, but the licensing put me off it because I don’t want to release my game under the AGPL. Extra frustrating because, as I understood it, the developers don’t even WANT to have that restriction, but their hands are tied by decisions made by the original creator, who is now unreachable. So I’d love to hear they worked out a solution!
@@arashikou6661 Does not appear so...
"The AGPL can be an obstacle in case someone wants to create a closed source game or closed source 3D models using 3D characters made with MB-Lab because the AGPL will propagate from the base models and from the database to the output models."
@@GoBayside Darn
@@arashikou6661 Last news was that they try to create a new library with CC0 license, but it takes time unfortunately. Might still be a while until the free library becomes available.
5:01 even in the virtual world, the neckbeard trilby continues to be mislabeled as a fedora...
This is a massive improvement, to be sure, but I’ve been dabbling in iClone Character Creator recently and one thing I would REALLY like to see in Makehuman is the ability to adjust the morph sliders beyond their default settings. For example, because I have a sick, sick sense of humor, I usually adjust the “Body Fat” slider in CC to 500% or so (as opposed to 100%) to make my characters look like DeviantArt abominations, then “bake” the slider and adjust the slider to another 500% just for sick kicks. You could also adjust that same slider to -500% (or less) to make them so skinny, they fade into oblivion.
A more practical example would be when I increase the scale of the eyes 300% and decrease the scales of the nose and mouth to around 50% to create a typical “Disney Princess” face. I want to be able to make extreme, freakish changes like that in MakeHuman.
... thanks bro. That’s cool. Can you make fat people explode? 🤔🎩🍺
@@johndeggendorf7826 I’m not THAT deranged, but I suppose with Blender’s Voronoi Fracture add-on and some explosion particle effects it’s possible, albeit way too much work for something I would never in a million years put on my portfolio.
@@JeffreyThrash ...really. I would make that my first clip. ✌️
Looks like a pretty modest improvement in a program that has been more or less stagnant for the last 5+ years. I still love Makehuman and use it regularly for base models that I then edit and re-rig but most of the functionality has been more or less there for the last decade. Still, it's come further than other tech from that time like Facegen.
pose direct into make human can be used to make sure that the model dont have any riggint issues (there were a bunch in the past, depending on the model that you make there might be some issues)
posing the model you can test if you should fix something before or after you export for another program to continue the work on the model
You didn't applied a skin texture. They are in the materials tab.
I'm pretty sure you've made a mistake in your video regards the licensing. The wording says anything "included with and produced by", but I don't think community assets fall under that category. This is backed up by the community tab having a licence column in them, some of which were CC-BY, and if memory serves, there are some AGPL community assets too.
But thankyou for making this video all the same, it reminded me that MakeHuman existed!
I didn’t notice it covered in this video, but you can convert the MakeHuman rig to a Rigify one upon import., meaning free Ik rigged “human“ characters in Blender. Only issue I’ve encountered are improperly skinned shoes. But an easy fix.
That's actually a great feature, with a previous character I spend lots of time changing the rig and weights for my needs, that would save a bunch of work.
MakeHuman is awesome, but the characters are pretty fugly, so best when used for distant shots. MB-Lab is more tightly integrated into Blender and produces much better looking characters with more options for specific ethnicities, which is really helpful. And the free version of Mixamo Fuse is even better still. The one advantage to MakeHuman is that it will allow you to create children, which when you're doing arc-viz work is important, as destination locations usually need kids in it to feel real.
It's still nigh on impossible to make realistic human models in MH unfortunately. I have used it a fair bit but always just as a base mesh that I sculpt over and then I project the texture back onto my new sculpt.
That's about the only thing I have used it for though.
I've been using make human to generate base meshes, slowly but surely it's becoming more multi-functional for 3D humans. I have a 3D everything else handled in Blender, I could even do clothing with cloth simulations. But making humans is the toughest part in 3D art.
I remember back in early 2000s when MakeHuman was brand new. The model was horrific. It had overlapping tris and double faces everywhere. I decided to clean one up one day. Took 3 days to find and fix all the mistakes on it.
2:52 You’d think, for an app that is so focused on integration with Blender, that they would adopt more of Blender’s UI conventions.
To be fair they are fairly understaffed, that's why development is kinda slow. And an UI change is a big chunk of work.
I wonder why they took that direction in the first place, given the whole project started life as a Blender plugin.
@@lawrencedoliveiro9104 not sure, but it's written in a different language than blender, using Qt for the UI. And it was over 10 years ago. So Blender changed during that time too.
@@Sk4lli It’s written in Python, just like all Blender addons, and even parts of Blender itself. And the Blender conventions I’m talking about were the same back then.
@@lawrencedoliveiro9104 right, same language, but they decided to make it a separate thing over 10 years ago, creating a new ui, probably because they used Qt and had a good reason. Creating a new ui leads to much work to create a specific look and feel. Maybe it was too much work.
I have had this old clunker kicking around on my computer for years. I never used it for much, since the original license was trash, just like the base mesh.
But if the base mesh is now CC0 maybe it would be ok for back ground characters or starting point towards a real character model.
This is basically an open source version of character creator.
MakeHuman is great for a starting base mesh for sculpting.
I would never criticise an open or free software like makeHuman. That said I looked at it and tested it MANY years ago, and the characters in this version actually look like they have LOST both in "configuration flexibility" and ""looks"" ???
Maybe it's more stable and ""powerful"" (in some way) but it still "feels a bit odd.".
MakeHuman has some magic I believe. The default characters look terrible and after some tweaking they probably look even worse. I usually ignore the tweaking features in MakeHuman and use sculpt brush in Blender to finish the models. Or, you just use Daz studio instead...
You can make the model fatter by turning up the weight slider while also turning down the muscle slider.
I think make human need some good modelers to make good looking targets. The tool is here, but the comunity had to use it.
Hi, i want to use make human as a reference for learning real anatomy in my concepts arts is it possible? to used it for drawing concept art
Subscribed. This was a great video man. Was not aware of this software. I've dabbled with Daz 3D and might still buy character creator. Pretty impressed with what you were able to showcase here quickly. Great work and very helpful.
You missed the most important difference between MH and Poser. The last time I used Poser, which was version 5 I believe, all body parts were separate. Bear in mind that version 5 was well after skinned meshes had been standard even in game engines. Without a lot of lighting tricks you ended up with G.I. Joe joints.
Also, with the weight thing, it works with the tone slider. Max out the tone and weight sliders and you end up with a bodybuilder. Keep the weight at max and take the tone all the way to the left and you end up with someone who shouldn't be able to stand under their own power.
can not tell what is new in this version from your video..
Most terrifying human anatomy I ever seen.
Pretty cool. I used to use Make Human a lot, even posted a video about it a few years back but I moved on to Adobe Fuse since then. Would be nice if that Socket feature works with LightWave. I wouldn't be using blender of course.
Didn't use it for years but great to see it's still running and finally making some huge progress.
Interestingly in an earlier version there were built in genitals similar to the clothing tab, with individual sliders to customize them. I think they got lost when they introduced the different topologies or sth with some of them have them permanently.
And the new community feature is great.
Love it! I use it a ton and have a ton of videos of its use in Unreal! Super helpful
Have you thought of doing a comparison between the current state of this versus MBLab?
Imagine, makehuman and mb-lab addon become one great free open source character creation software.
Oh boy, just when I gave up on this app. Looks like I'm gonna download it again.
Gamefromscratch in 4K? Amazing!
I feel like the program is still limited. So far, you can only slide through one type of character, and I feel like they need more models. Right now, it's generic video game model, but it'll need realistic models and stylized models that you can slide through as well. Definitely good for quick and dirty background characters, but still needs more features.
For realsitic models Blender's MBLab addon is what you are looking for...
The other blender addons that were briefly mentioned in this video allow you to make your own morphs and "proxies" (that's the term they use for base meshes). So if you wanted to make, say, elf characters, you would only have to spent time re-shaping a base mesh into what you want, then you could use this to make a whole village of them.
Look into Character Creator 3 if you want realism.
I was using this tool long time ago, but I switched to my custom topology/uvw mapping/textures , there is more advanced character creators already written on a Python in Blender 2.8+ , more powerful creators with unlimited possibilities
When do they finally fix this un-human default skin color?
7:51: Poggers
Sorry but I still think that make human is only good for base meshes. I tried it in the past I still see no major improvements. To take it and then have to refine it with sculpt tools and make better textures is a este of time if you are in a time crunch. Character Creator is still better.
Agreed, I've tried MakeHuman off and on for probably about 5 years now and it's always the same. The hair, lashes, skin texture, clothing, etc. are terrible and unusable and the actual meshes it makes don't look good, but it's good to use as a base to sculpt/retopo on in something else. That's about it.
Just fantastic news I can't wait to start using the new program and I will promote it in every video I use it in and maybe send you some money when I get some
I was confused about one part: the skin when exporting to Blender. Do you lose the skin (digital flesh) when exporting to Blender? If so, how do I get it back?
Do they have any military uniforms and props? I want to print some stuff for some dioramas.
Awesome Tutorial and recap on make human bro!
Thanx!!
I was playing with this in... maybe alpha or beta or rc... just can't remember. At first it was always crashing on my machine. It appeared to be a AMD-specific bug (which caused by Nvidia lack of strictness... as always). I sent in a patch and it got merged.
It's kinda funny that no one in the dev team nor user uses AMD gpu.
2:26
Caucasianonise (Verb)
1. To apply cacausianism
"I will caucasianonise myself by boiling this chicken breast."
>"whites can't cook"
Italy and France are basically half of all of cuisine.
Just the other day I was checking this latest release, it looks really great.
Ty so much for the fair and honest review!
Blender is growing fast and exponentially, is like the flag of the free world, one of the best 3D software in the market and totally free, plus is an ALL IN ONE solution, I discover new add ons almost every day and is one that probably could be of interest because the topic of the video the MB-LAB character creator plugin (mblab.dev/) for blender 2.8 (I didn't test it in 2.9 yet, actually I will do it after end this post), I am not a big fan of make human being honest, because normally the clothing isn't the best then is just a loss of time, I can create the character with MB-LAB refine it with sculpting use auto rig I also have my materials library and from there use a clothing plugin but normally I prefer to make the clothing manually because offers better results plus Blender 2.9 clothing with sculpting brushes is super fun and easy, the problem I see with make human is the final result, the clothing doesn't looks appealing to me, I can save time but in detriment of quality, then I prefer to simply make the clothing with blender manually, that leaves as only value the model and the rigging, both can be done with other resources and the texturing isn't a big deal then I don't even take that in count, after you work for a while you already have like your base meshes for almost everything, some artist prefer to start from scratch everytime, everyone has his own preferences, but I believe MAKE HUMAN will increase popularity for the blender add on and is like they are joining the blender community by default, then I believe the best is to keep an eye on it and see how the community library grows and if is a way to get involved and help it to grow, right now the only advantage of Marvelous designer is the auto fitting tool but somehow blender=make human can probably become the solution to finally get rid of Marvelous Designer, I will try to make a deeper research and come back with an answer ;3
mblab is AGPL-3, you can't use it for closed source games or projects, which might work for some.
Hmmm. Maybe I'll take a break from using MBLab in Blender.
How could I create custom 3d models like you showed in the beginning of the video? I have a 3d model which I'd like to 3d print, but I think creating an assemblable figure is a better way
The reset arrow thing makes a new scene in makehuman
I installed makehuman but it is not opening... no showing any error massage also... not even appear on task manager... I tried changing installation folder, updating python, deleting v1py but didn't worked... also tried old version... I would be very grateful if someone could help me with this matter.
...where is the .exe file?
I downloaded it, unzipped the installer, installed it, i went to the makehuman folder, but i can't find the makehuman.exe anywhere.
very helpfull men,i am eager to see what your channel has to offer
This looks great. But I need hundreds of N64-quality rigged characters with faces that are basically pictures. Is that possible here? Can we replace the good meshes with crappier ones?
There is a very low poly base in their assets, link is here : www.makehumancommunity.org/proxy/very_low_poly.html Thank me later my dude.
Off topic... Do you have any thoughts on GameDevs Drawing kick-starter? I think the drawing is going to be done in Krita but they are including courses in Blender at the $25 level. Thanks.
If scrolling down zooms in, THEN SWITCH YOUR THINKING TO: Scrolling down, PULLS ATHE SCENE TOWARDS YOU, and scrolling up PUSHES THE SCENE AWAY.!
That's the same logic change require to switch to touchpads on laptops scrolling the wrong way.... And no one wants to think different, so they just change the settings.
MakeHuman is still alive and kicking huh? I haven't used it since the mid 2000's
@Michael Wallsch MB Labs is alive I think.
OH YESS! Finally someone made life a bit easier. Would you be able to sculpt further onto the mesh afterwards? For example create a 3rd eye or 4 arms... ?
In Blender you can change it, but in Make Human it's still limited unless someone provides the shapes for that.
Does makehuman have a plugin like headshot for character creator 3 for creating custom head?
No.
Still no perspective camera in MakeHuman?
Hm. Also no drag and drop for background images. I mean inside the UI, into the dedicated drawer yes. But still a nu..sance ... whatever. And then I still can't freely pose each seperate bone. So not really what I thought I can use it for.
Stopped loading on my pc, not sure why?
How do you use the imported objects from the community? Your pc crashed just when you were about to show it.
no perspective view?
Nope... one of the reasons I just can't use this software. Gives me a headache, can't see what my character will look like when viewed perspective (which it will be in like 99.99% of all use cases).
Any links to .dmg file? The official link seems to be dead. Thanks..!
Could be an alternative to Daz Studio or Poser...
A poor one. IMO...
i don't think you still get taller as you get older the grid almost looks like it scales up which tho you're taking up more of the frame you'd be getting smaller i think?
Darn, wish this program was available on Mac. Nice video!
It's python based, so you can probably install python and the required dependencies, and then download the Linux version....
Or just install Linux and use it under Linux... The way Apple is going, you'll be saying "I wish my Mac could do that" a lot more if you stick with Apple.
I've been able to run it on my Mac just fine.
@@dubbynelson how did you do this? I can't open it and i just find the older version of MH
@@hollyc5417i unfortunately can't find it. could u pleeease tell me where it can be downloaded?
could you go threw the using of the make human rigging.
Too bad we can't see THE HUMAN only a mask.... It looks EXCEPTIONALLY LOW QUALITY... I suppose I could mesh smooth in 3ds Max... Does it make Morph targets?
Great video. Can you select multiple poses and export them to blender? would save a lot of time animating expressions
Yes you can. The pre-ppsed poses at least, that much I know you can opt to export them with your model.
@@CheeduldStudio Thanks! definitely going to download soon and try that out
How would you say it compares to MB Lab? It's included with Blender but disabled by default.
MB Lab is not included in blender by default and there's kind of a limit to the possibility in character making in MB Lab
But MB Lab is more realistic in skin texture
@@saintjohnprecious7665 Huh. I guess my installs just "remember" what addons I have. I have 2.92 alpha "sandboxed," and it doesn't have MB Lab.
Fair nuf.
And yeah. I suppose. Once you "finalize" editing in MB Lab, that's it. Done. No further modifications.
God damn it, I had a school assignment last week that used make human, would have been so much easier if I used 1.2
Still horrific looking output. This app needs a big AI injection to make its models less uncanny valley, it still looks like Poser 1.0.
Probably the resolution of the model makes it under uncanny valley? Is there any other program can generate character with less uncanny valley?
Can these be imported into unreal engine?
Makehuman it’s not available for mac anymore
Especially for Mac Big Sur with the new update
That is really sad 😵🤯😭
Because of metal / 64 bit issue?
I find it odd that you don't seem to have any videos on DazStudio, especially since Daz now has direct exports to Blender, UE4, and Unity.
I did some early coverage of Daz. My biggest issue is just how much they spammed me and I also recall it installing some kind of ad software on my PC. That always turned me off Daz coverage going forward. Maybe they've gotten less crappy from a business side.
@@gamefromscratchI searched your channel for "Daz" and found no references.
DazStudio doesn't install any ad software and it never has. I've been using it for over a decade. And they don't spam either; if you don't want their newsletters, you unsubscribe, as you do with anyone else. DazStudio makes MakeHuman look like a high-school coding project. Sure, it's nice that it's open-source, but it needs about a decade to catch up. That's no slight on the devs, but that's often the nature of open-source.
And, as I said, they now have direct exports for Blender, UE4, and Unity (as well as some other stuff, like Maya) and game licenses for almost every asset they sell (and the licenses go on sale fairly often).
DazStudio, as well as the export plugins, are free as are the basic assets.
I didn't mean to sound like an advertisement. It's just really good software that only recently really started focusing on their game dev applications.
@@Kaylakaze You have no clue. The shit is expensive. You NEED Interactive licenses to use it in games. That alone is a big No-No, cut the crap, buy Characted Creator 3, or use MakeHuman, Daz is trash and very anti-gamer friendly. Stupid ass license. Did they pay you to come here?
@@realtyrone You're the one that has no clue. You can use free DazStudio-compatible assets in your games all you want. You can find plenty of those on the net. If you want to use Daz3D assets, you need a license, but they ARE NOT NECESSARY in order to use DazStudio. As far as expensive, is $5 too expensive for an interactive license for an outfit that would take your 3D designers hours or days to create? Because they're often $5 when on sale. $15 when not on sale is still a bargain when compared to a 3D designer's time. CC3 is nice, but if you want to talk about price tags... If you're such a whiny pissbaby that expecting you to pay for someone else's work bothers you, then you're not worth talking to. But if you want to stick to making games that look like they came out of the dollar bin in 2003, keep using shitty software.
Reasons why I was not using it: Always the clothing clipping. Not many clothing options. Never knew how to export.
Reasons why I will not be using it: It crashes. Clothing still clipping.
It crashes rarely, mostly if you are using community assets( I suppose this is caused by the fact some community designers have extra-curved hands and not paying attention to testing before donating their work). So far I have exported 15 models in manual mode and generated tons in Mass Produce. And I had only one crash. Also, I've heard that most suffering people (because of crashes) are those, who use integrated GPU. But c-mon, if you are modeller or gamedev guy -- there is no place for integrated GPU.
Lots of clothing and other assets available here: www.makehumancommunity.org/content/user_contributed_assets.html .As for skin showing through shoes or clothes, the easy solution is vertex masking.
This terrifying 3D model appears normal in covid times.
Linux suport,????
I remeber plagin for blenfer 2.79 make human....
11:17 - Connecting MakeHuman to Blender
They don't have a "portable" version anymore?
Very probable you can just copy the folder.
What about genitalia?
Hold up; ... What? Last I remembered MH wasn't updated in a while. They just stopped entirely.
Because that was original MH. And it's now officially dead for years. But this one is community MH, next gen. They even use different site for their project: www.makehumancommunity.org/
@@krukhlis I've been there a couple times for the hairstyles they have available.
The lack of overweight or simply fat models really annoys me. Almost every software or plugin puts a cap on the body mass.
I know it's one of the most difficult things for a software to get right, but... I've been doing some scenes with superbig heavy people (think fat professional wrestlers) and had to go to sculp mode in blender to add mass and fat to every one of them.
As a fat person who is also learning 3d character modeling, I want to thank you for that comment. I’m also a “newbie”, incidentally, to being fat. But I have my eye set on being a super big heavy person...someday. Thanks 🙏🥃👍🎩🎩🎩
Compatibility with Ubuntu 20.10 is an issue though, it seems. Not sure how easy it'll be to overcome.
It is with Ubuntu 20.04. After upgrading from 18.04, MH is buggy.
At least they fixed the eyes (I think, your model had a mask that blocked most of it), still gonna wait till they fix the skin.
If you import to Blender there is an option for "advanced skin" or something like that which makes it a tiny bit better (not for games though), but yes the skin textures should be higher res and higher quality definitely.
Ethnicity isn't skin color, its bone structure.
By MRI scanner AI data sets? That's a really flawed thesis.
Mean while realluasion cries in corner😁😁
eh their mocap stuff is still good though. Character Creator BTFO however.
@@mrcyberpunk yeah but it is not open source costs 300$
The new thumbnail of makehuman remind me unity standard asset
No Mac Version?
Grab the Linux version, install python for Mac, and see if it works. You'll probably need about a dozen dependencies for Python too.
Or download a Linux distro and begin your move away from Apple.
it's an old update
Now there is one problem I have with this tool, right. It's resulting models so far are fairly ugly.
It's that uncanny valley, baby.
It's just a good step up from what Mixamo could do, yes but here's the resulting complication.
As an indie Game Dev, basically someone who would rely on these sort of tools, you have little choice.
The best way to use this is maybe as a base mesh time saver, since at least for now you got to model hair yourself anyways at some point.
The one proper way to combat the issue of "Long time needed for modelling characters" and "Realistic looking characters" would be stylization. A great way to make your game stand out and look amazing, while not being taxing on the systems, even if, what you are making are, mobile games.
So far, stylized char creators are not an option and thus I cannot see this being solely relied on by any successful future game dev, as of now.
Dunno, just rambling here. It's a cool tool and maybe I don't see it's potential yet but realistically, this won't change the industry for quite some time.
That's why you should hire some specialists. Trying to wing it as an Game Dev/non-artist will always result in ugly jank.
Baby delerious is in your video lmao.
Epic bought a minority stake in SideFX Houdini. Would be cool for you to report it perhaps?
I did on GFS. Wasn't enough info there to make a video about though. gamefromscratch.com/epic-games-invest-in-houdini-maker-sidefx-software/
Gamefromscratch Yeah fair enough.. Definitely good and interesting news nonetheless. Thanks Mike.
So glad Adobe can't ruin this tool.
Its integration into Blender is what makes MakeHuman so appealing, but as a stand-alone figure creation tool, it pales compared to DAZ Studio.
To be honest, I think that's kind of a feature. You absolutely have to keep working on a makehuman character if you want it to be believable. Peopl tend to leave Daz characters as they are, and that just screams "beginner". Obviously leaving a MH character as is would be even worse, though!
@@josephbrandenburg4373 DAZ Genesis 8 figures are highly customizable, in body as well as face. And of course there are third party "helpers" to expand and automate features. I'm a comics artist and use figures mostly as reference for size and lighting. Daz also lets you export their figures as .FBX which I can then open in my app of record, Clip Studio. There I can even access the internal rigs! It's a good time to be alive! _LOL_
@@TheKevphil For what you do, that sounds incredible, especially since none of that stuff comes with a huge price tag. I'm a "pure" 3D artist, and Daz is... pretty well a joke among professional 3D artists. Lol. It's not entirely fair.
@@josephbrandenburg4373 What about using DAZ figures as a base mesh (starting point) for new figures? You don't want to start from scratch every time you need a new character, right? And certainly, the geometry looks a lot better than Poser or MakeHuman, at least right out of the gate.
@@TheKevphil yeah, that's something a lot of us do. I don't know what Daz' license is like for that, though. I prefer Makehuman because it's more if a "needs improvement" base and because it is free software.