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[新闻] 这种创作角色模型的方式,我也是醉了!

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  • TA的每日心情
    奋斗
    2016-10-22 17:07
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    [LV.8]以坛为家I

    发表于 2016-5-9 09:15:16 | 显示全部楼层 |阅读模式

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    QQ截图20160509091324.jpg

    来自  Manuel Bastioni Lab 1.2 免费创建角色模型

    QQ截图20160509090947.jpg

    不管是胖还是瘦,只要有一个底子在,随意去改变,自动计算,协调匹配。

    Originally posted on 2 February 2016. Scroll down for details of the 1.2 update.
    Manuel Bastioni has released Manuel Bastioni Lab 1.0: an interesting new Blender add-on that turns the software into a “powerful laboratory for character creation”, generating customisable rigged human figures.
    The characters can be saved as Blender scene files, or exported in any of the file formats Blender supports, including FBX, Collada, OBJ and 3DS, for use in other 3D software.
    Create rigged, poseable stock characters ready to use in any CG projectManuel Bastioni Lab generates highly customisable human characters for use in CG projects, including the options to control gender, physique and ‘anthropological phenotypes’ – Caucasian, Asian, African and so on.
    The meshes are anatomically detailed: the faces include eyebrows, teeth, tongues, eyelashes and gums, all integrated into the main mesh to minimise compatibility issues when exporting to other 3D software.
    There is a good range of stock body types, including a preset for comic characters, plus a Mix setting to create new body shapes by blending existing presets.
    The characters come with a standard skeleton, including individual finger bones; are fully weight mapped; and can either be posed using Blender’s standard tools or by choosing from a set of built-in presets.
    Facial expressions can be created by assigning a range of preset morphs, which the software automatically fits to the individual character. There are 40 facial morphs for realistic characters and 24 for anime.
    The software also enables users to import a clothing mesh and fit it manually to a base character in a standard pose. The mesh will then automatically be conformed to any generated character or pose.
    From the originator of MakeHumanIf that all sounds a bit like MakeHuman, there’s a reason for that: Bastioni wrote the original Blender script on which MakeHuman was based, back in 1999, and continues to head up its development.
    According to Bastioni, the new software is the fruit of 15 years of experience working on such projects.
    As well as MakeHuman itself, the concept of a stock character creator was later picked up by commercial games tools like Autodesk Character Generator and Mixamo’s Fuse.


    https://www.youtube.com/watch?v=axPgR3KWiow

    软件下载地址:http://www.manuelbastioni.com/download.php






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