4 Free Download. 4 Free Download Latest Version For Windows. Poser has a huge collection of characters and contents round about 5. You’ll also works well worth asking and protect no need speed. Full download MakeHuman 1.0.2 Portable. Buy Premium To Support Me & Get Resumable Support & Max Speed. Download MakeHuman. MakeHuman is the free and open source software to create realistic 3d humans for: illustrations, animations, games, and Zbrush/Mudbox sculpting.
Roadmap for 1.6.2 updated 04 February 2018 Just completed the roadmap for version 1.6.2 Version 1.6.1! 20 January 2018 The new version 1.6.1 is available! Anatomy improvements in female models 30 December 2017 Improvements in anatomy and details for all human base female models. Improvements in asian female base model 26 December 2017 Improvements in anatomy and details of asian female base model F-AS01.
Improvements in afro female base model 23 December 2017 Improvements in anatomy and details of afro female base model F-AF01. Improvements in caucasian male base model 21 December 2017 Improvements in anatomy and details of male base model M-CA01.
Improvements in cel shader 14 December 2017 Video preview of new hair models and shaders for Blender Cycles. Improvements in cel shader 10 December 2017 More improvements in anime skin and hair cel shader for Blender Cycles.
Preview of anime hair 02 December 2017 Preview of the high quality hair model for anime girl. Improvements in anime skin shader.
Proxy tutorial 16 November 2017 As requested by many users, here is the updated tutorial about how to create and use proxies in lab 1.6.0. Shapekeys mapping 1.5 - 1.6 08 November 2017 Since there are various animation systems based on the lab 1.5 that need to migrate to lab 1.6, here is the conversion table that maps the shapekeys 1.5 to 1.6. Roadmap update for 1.7.0! 05 November 2017 Roadmap update with detailed tasks for lab 1.6.1 and 1.7.0 Version 1.6.0! 26 October 2017 The new version 1.6.0 is available!
Improvements of teeth and eyes 10 October 2017 Better teeth shader and shape, improved eye shader High quality expression system 1.6: animation 05 October 2017 1.6 WIP: See the high quality results of the new expression system! Preview-tutorial proxy system 1.6 23 September 2017 Tutorial-preview about the new proxy system that will be included in ManuelbastioniLAB 1.6.0 with two long waited new features to handle skin intersections: offset and auto-mask. New preview of IK and muscles 09 September 2017 Development and integration of IK and basic muscle system completed: see how they work in the new preview. Improvements of anatomy 02 September 2017 Better 3D feet, toes, nails.
Also improvements of 3d tongue for professional phonemes animation. Hair shader and physics 24 August 2017 Testing the hair shader and the best way to use physics with polygonal hair Archive Since Jan 2016 See the full development history. ManuelbastioniLAB is not MakeHuman ManuelbastioniLAB is a project completely separated and independent from MakeHuman.
I was part of MakeHuman team from 2000 to 2016, but ManuelbastioniLAB is the result of my personal experiments, implemented with my own original code, written from scratch by me. The lab is constantly in evolution, so it's difficult to list the great number of differences. As example, let's consider some of the differences between MakeHuman 1.1.0 and ManuelbastioniLAB 1.2.0 Some differences between MakeHuman 1.1.0 and ManuelbastioniLAB 1.2.0.
ManuelbastioniLAB 1.2 includes a new powerful feature (not present in MH 1.1): the auto-modelling system to create characters starting from a 3d draft. More info are in the. Also a is on ManuelbastioniLAB youtube channel.
ManuelbastioniLAB 1.2 also includes the indirect measure system, a feature requested by many ergonomic designers, anthropologists and fashion designers (MH implements only the direct system). The measure system is an advanced system to model a 3d character just giving the body measures. More info on and in the. Models with a different approach in topology structure. Where MakeHuman uses one base topology for any character (optionally fitting special proxies on it), ManuelbastioniLAB uses different topologies optimized for the specific type of characters (male, female and anime). Differentiated set of parameters and morphings. Where MakeHuman uses the same set of morphings for any character, ManuelbastioniLAB uses a different set of parameters, depending on the character and the topology.
For example the Asian eyes with epicantic fold have their specific set of modifiers, that are different from the set used in Caucasian eyes. New algorithms for clothes fitting. This is one of the most noticeable differences from MakeHuman. Making a proxy for MakeHuman is complex and requires a thorough knowledge of another tool for Blender, 'MakeClothes'.
Also it requires to master vertex groups and weight painting. On the contrary in ManuelbastioniLAB the mesh is parsed with the new algorithm and the proxy is created with one click. No 'helpers' geometry needed. In MakeHuman the helpers are used to correctly locate the bones, clothes and hair when the MakeHuman mesh is modified. In ManuelbastioniLAB these helpers are no longer needed, since the algorithms to handle the skeleton fitting and the new proxy fitting are designed to work directly on the base mesh. Algorithm for character generation with heritage preservation and more constrains.
In ManuelbastioniLAB 1.0.0 there are some new algorithms to improve the automatic character generation. The current implementation is just a part of the technology planned for inclusion in the lab, and hopefully it will be completed in next releases.
New algorithm for expression fitting. The problem of using the same shapekeys library for many characters lies in the fact that it works fine only for faces that are close to the base one. More a face stray from the base one, more the shapekey creates errors and artefacts. In ManuelbastioniLAB the problem is solved using a new algorithm that 'repairs' the most noticeable changes in local scale factor, so we can come back to use shapekeys for face expressions.
New algorithm for morphing sum. In MakeHuman, each time a slider is moved, the morphings are applied in sequence, from down to top. More parameters are used, more morphings must be applied and each time something is modified, all targets must be re-applied, slowing the modelling process, in particular if a pose is applied. In ManuelbastioniLAB only the last morphing is recalculated, so it's faster and optimized. Libraries for phenotypes and types.
ManuelbastioniLAB includes a library of presets for quickly create characters just selecting the type from a drop-down menu: ethnic type, phenotype, body shapes, etc. Different base skeleton.
ManuelbastioniLAB use a more standard base skeleton, without facial bones and without extra rolling bones.