Over the last 2 weeks I’ve been looking on Blender, a software application that I’ve wanted to learn for a long time now. I learned 3ds Max at Uni and modelled chess pieces and a couple of people. Blender, although free, always seemed a little out of reach due to it’s complicated nature, but juggling supply work and having the odd day off has meant that I’ve been able to focus on it a little bit. Another reason to start looking at Blender is that I want to be able to branch out in to 3d games more, I have a better understanding of the programming and set up in Unity and starting to develop my own games using my own 3d models feels like a great achievement.

Another great tool is MakeHuman – http://www.makehumancommunity.org/content/downloads.html, I’d recommend going straight for the latest alpha “community” version.

The software itself is a customisable “people-maker” with so many different options it’s a bit of a challenge in itself. It does integrate with Blender to some extent, but I found that since I was just creating arms (for the “Boxing Champ” game), rigging the skeleton was actually easier to do within Blender.

As you can see, the models made are fairly realistic, certainly a great starting point. I only needed the arms, not even the hands as I’ve already modelled the gloves.

Rendered, with lighting, the arms look OK, there are a couple of issues but it would work for what I need. Importing into Unity is straight forward, as long as the dimensions are fixed between MakeHuman & Blender, although it makes a fair amount of linked objects in Unity with the mesh and skeletal bones.

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