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realistic 3D humans for your visualizations...


tristan_bethe
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Hi,

 

I just launched a new site called humanalloy.com.

 

At HumanAlloy.com you will find a collection of human beings ready for use in your CG animation and illustration projects. Instead of using artists to build 3D-people from the ground up, our models are scanned from real life human beings and made piece by piece to form a perfect human-mesh alloy.

 

I hope you find them useful!

 

BigIllustration.jpg

BigIllustration.jpg

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Been hoping for some more 3d people content but I have a few reservations about these...

 

1. Not rigged / reposable without work?

 

2. Cant see what the base mesh is like either - Im guessing its a decimated high res scan? rather than quads which might make it hard to rig?

 

3. 80% of them are really ugly or scruffy looking. Check out this one? A skirt hoodie over jeans??? http://humanalloy.com/human00029.php

She wont be going any where near the foreground of any images. The businessman is good but how come he is wearing such a large suit and has his tie undone? He would be fine for a dive bar image but not anything resembling a 'boardroom' In general the styling is unsightly. That pregnant woman is terrifying!

 

4. Too expensive!

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This is on the site

 

HumanAlloy models are of an much higher resolution in every aspect. You decide how much optimization is needed for your project depending how close you are going to use the models. For convenience a low resolution model and low resolution textures are included. Adjustments in model and texture is effortlessly done in 3D packages like Autodesk Mudbox or pixologic Zbrush. It is a bit getting use to however for a different result you need to treat my models differently.

 

However you cant use tringulated meshes very well at all in mudbox / zbrush.

There is also a pic of a rigged model?

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I saw this a few days ago, and although I think the concept is great, I wouldn't personally use them, mainly because your collection is very limited, and as soon as they appear in a few high-profile shots, I won't want to be seen as "copying" them. Also I notice there aren't many walking poses, I'm guessing this is because it's technically difficult to do as I'm guessing the model has to remain static for some time?

 

Also the price is quite high, I know you can re-use them as with other digital assets, but again all your images are going to have the same people in there.

 

I think the concept is great, and this kind of work-flow (scanning people) would be great if you are a large studio and had your own scanner and could quickly drop 3D people into your scene.

 

For me, I'll stick to 2D people for stills, and other sources like AXYZ for animated, rigged people.

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Been hoping for some more 3d people content but I have a few reservations about these...

 

1. Not rigged / reposable without work?

 

2. Cant see what the base mesh is like either - Im guessing its a decimated high res scan? rather than quads which might make it hard to rig?

 

3. 80% of them are really ugly or scruffy looking. Check out this one? A skirt hoodie over jeans??? http://humanalloy.com/human00029.php

She wont be going any where near the foreground of any images. The businessman is good but how come he is wearing such a large suit and has his tie undone? He would be fine for a dive bar image but not anything resembling a 'boardroom' In general the styling is unsightly. That pregnant woman is terrifying!

 

4. Too expensive!

 

#3 Is an important point. I want my CG characters to blend in and not stand out and draw attention to themselves. The pregnant lady is a classic example. No matter where she is, your eye is drawn to her belly. Perhaps it is human nature that we are drawn to the form, I don't know. She can only be used once per project or else it will seem like everyone in that area is just cranking babies out. The shot of her and her husband/boyfriend/etc at the window would be great for certain shots, but again, you can't re-use it over and over again without looking like that's all you can do. It's just very visually limiting as Dean points out.

 

I just want to see a character collection with middle of the road people in it. People that blend in. If I want a character to have attention drawn to them, I'll use a real person and green screen them in.

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Ugh, honestly. Does everyone value creation so little? How can anyone think that 65 euros is too much for a fully 3d scanned person that holds up to high res rendering. Ive been at the business end of doing 3d scanning and its not easy. Not cheap to get the gear either. You want a 100 poly person that looks like they should be in jail then there's plenty on Turbosquid. I think they look great.

That said, I agree it would be helpful to see some wires.

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Ugh, honestly. Does everyone value creation so little?. . .

 

. . .and I thought I was grumpy ;) . . .

 

But your are right Tom. It's never easy to get a good thing done. From my POV, Tristen is a the beginning of something good. Remember Evermotion's first archmodels volumes? they didn't come textured and still they made a hit out of them.

 

Keep it going Tristen, you got a good thing going on!

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I agree with all the previous posts. But also a big problem with many entourage collections, such as VizPeople, and these models, is a lack of interaction. It's tough to compose a shot that feels lively if everyone has their arms crossed and no one's talking. (Or in the case of VizPeople, if everyone is on a cell phone or laptop)

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These might work well in one person shots, but if you filled a room with these people, you'd have an image full of people with their arms crossed and no one talking. This is the same issue we have with the Vizpeople collections. There needs to be more options with people interacting.

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