Human Generator Ultimate

Oliver J Post in Rigging


Item Rating

This item has an average rating of 4 from 137 ratings by the community.

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  • Anthony Murkar
    about 5 years ago

    Great tool, overall! I have a few thoughts, but generally I would say that I would definitely recommend this product.

    Pros:
    - Very straightforward to use
    - Creates a fantastic human base mesh with good topology
    - The 'bake textures' feature creates a perfect atlas for the characters instantly, which is great
    - Moderately flexible (you can do a lot with the size/shape of the models to get what you want)

    Cons:
    - No option for low-poly meshes; meshes are a bit poly-dense in some areas, especially around the head - and not really in a practical or necessary way (e.g. the eyes by default are made of two separate layers and render with a subsurf applied by default, making the default render for the eyes **42,240 Tris!**; I usually end up deleting the eyes and make my own separately)
    - These extra polys are not really adding anything other than dead-weight consuming processing power and render time; you could reduce the poly count by probably >50% overall without any perceptible change at all in the photorealism of the meshes
    - Often I find the first thing I do is decimate the mesh manually
    - The hair is also quite slow because it uses extensive particle systems; this is more flexible, but also not practical for real-time rendering (it's even quite slow in blender with my rig - the tool handles this by hiding hair children during creation phase)
    - I handle this currently by also deleting the hair entirely and making hair cards separately to be applied as textured planes

    Overall:
    - Yes, I would recommend it
    - Great for in-blender photorealism
    - Less good for game engines and any real-time rendering applications, but the topology and textures are good which is the most important thing (it gets you 80% of the way there)
    - My overall impression is that this tool was built with photorealistic rendering of stills in mind as the single use-case, but with some manual mesh decimation and time spent on getting the model how you want it this will do the job <3

    • Oliver Post

      about 5 years ago

      Thanks for the review and feedback, Anthony!
      I will forward your concerns about the density of the eyes to Alexander, I wasn't aware myself they were rendering at that amount of polygons. We will also be looking into further ways of adding options for lower detail rendering in general. The reason the geometry is of higher density in the face is because of higher detail in the facial expressions. Stay tuned for updates on this development!

  • Patricio Massun
    about 5 years ago

    The humans are "real" looking.. but my mayor problem are the librarys. The originals are very poor in quantity AND quality. If you want to use for archiz, you need to have in mind that you dont have a lot of variation for the outfits.
    HUMANS = Greats -- HAIR, SHOES, CLOTH = Poor.

    • Oliver Post

      about 5 years ago

      Thanks for the feedback and review, Patricio! In regards to your concerns about the quantity of outfits, did you try out our new free 'Extra outfits' pack that we released last week? It adds outfits that, from user feedback, were most requested.
      I'm sorry to hear you find the quality of the outfits lacking. They were mostly designed for medium distance viewing, not so much for very close. It's a difficult thing for us to balance the quality of the garments while still not making them so high poly that they can't be used in real time applications anymore. If you have specific points regarding the outfit quality you'd like to see improved, we'd love to hear so we can improve them if this is possible without making them too poly heavy.
      We are also currently working on adding both more hair styles and increasing the quality.

      Let me know if you have any further questions

  • Jason
    about 5 years ago

    Great package over all. Results look great in game engines as well, specifically tested in Unity HDRP (after some material fiddling post-import). Facial rig is very good. A few minor spots I hope can be smoothed over in future versions: I'd love to have alternate meshes that are a bit less dense (~35% fewer polygons could theoretically be perceptually lossless) for game engines. While the facial rig is generally very good, the handles don't always behave predictably, or I don't always know how to move them to get the result I'm after. Maybe just user error. Some of the built-in clothing deforms very strangely around the shoulders in t-pose.

    Broadly speaking, this is a really solid package if you need a very realistic looking human that will be about 80% of the way there. Depending on your usage, especially if you plan to export to a game engine, you'll end up needing to do some work manually like adding eyebrows, eyelashes, and hair cards. Realistically, you'll probably want to also dive in to modeling your own clothes - the star of the package is the actual human base mesh and the high quality materials for the body.

    Again, this would be an absolutely perfect package for my needs if there were a slightly decimated version of the mesh (the head especially is really dense for a game engine), so hopefully that's a possibility.

    • Oliver Post

      about 5 years ago

      Hey Jason,
      Thanks for the review and feedback!

      The main reason we decided to add more resolution in the face is to get high quality face deformations. However, I understand that a total polycount of 25k faces is on the high side for some projects, so we are looking at possibilities for poly reduction that could be applied somewhere in the process of creating a human.

      For the handles of the face rig, did you use them on the default rig or on Rigify. A bugfix release that launched today has fixed an issue where the handles in Rigify could move anywhere instead of just on their active axis.

      For the weird deformation on the shoulders of the T-Pose, if possible, send us a screenshot so we can take a look at this problem.

  • William Watson
    over 5 years ago

    I would give this a five star review, except for one thing. The skin textures are made with panties and braw built into the textures, so if you want to put your female character into a v cut evening gown, you're going to spend a lot of time redoing the textures. I don't really think that's a good choice to give users no option of whether or not to use the built in covering of the genital and breast areas. So basically if you want to go beyond what the artist is providing you're in for a lot of extra texturing. Bathing suits, evening gowns and underwear or any backless garment you want to use make it so you have to re-texture the model in order to use it.

    • Oliver Post

      over 5 years ago

      Thanks for reviewing, William! Uncensored textures are currently sent by request, if you send us a message we'll send you the download. The next update might see an in-addon way of turning this censoring on and off

  • Foolish Frost
    over 5 years ago

    While a great tool, it's range of slider variance is notably limited. It should be considered that you can fully edit the mesh after it's creation, but that does not change the fact that random character designs look ALOT alike.
    It should also be considered this tool is new, and I'm sure they will be expanding its options and range.

    • Oliver Post

      over 5 years ago

      Thanks for the review and feedback! We want to include an 'experimental mode' in the near future that allows you to push the sliders further and we are also looking at other methods of increasing the variety even more!

  • Saidosi
    over 5 years ago

    Really great work, the add-on is quite easy to use and email support is timely! And, congrats on +1000 sales (as of writing).
    Similar to other reviews, I think additional facial expressions would be ideal. Also, is it possible to add more hair colours? Perhaps I'm overlooking a setting, but I'd like to have my character with dyed hair look (i.e. green). On the plus side, I really dig the root colour setting (very nice).
    I'd also suggest on the 'about' page, add a section telling people what the priority updates might be, like a short list of upcoming updates that are actively being developed (i.e additional female hair & female clothes)?

    Either way, the add-on is fun to use.

    • Oliver Post

      over 5 years ago

      Thanks for the review and the feedback! We are for sure working on some new features that you mention, but we'd like to do some more testing of these new ideas before we announce what will be next. The female clothes one is already confirmed for a free outfit pack in Q2! As for the dyed hair colors, for now, the quickest way would be to open our hair node-group and change the color input of the Hair BSDF manually. We'll look into offering this option in the UI in a future update.

  • Dimitar Pouchnikov
    over 5 years ago

    Best looking people out there! Congratulations on a nice product! Great hair and skin shader! I would need this mainly to populate architectural scenes, so a few things are still needed - there seem to be no women's base clothes pack- dresses, skirts, etc and no women's long hair and shoes. And it would be ideal if there are more walking/sitting/talking poses.

    Also, I would like to suggest three features: "bake" into one object with no armature, shape keys, etc; similarly bake all shaders into one lightweight shader; and lastly automatic walk cycles.

    The workflow that I am thinking of is that I spend some time making a few characters. Add some randomness to clothes colours in the the shaders and then use them as single objects for particle groups to populate the scene.

    • Oliver Post

      over 5 years ago

      Hey Dimitar, thanks for the review and feedback! A free clothing content pack will be released in Q2, also containing female-specific clothing and footwear.

      The bake feature is definitely an interesting idea, we will take a look at that!

      Automatic walk cycles would be a bit more difficult to implement, but would indeed add a whole different level of possibilities!

  • Christian Zuppinger
    over 5 years ago

    easy humans

    • Oliver Post

      over 5 years ago

      Thank you for the review! We're glad to hear it's easy to use

  • Mimi Schmidl
    10 months ago

    Please stop using the term "caucasian" for white people / european people. here is a good explenation why: https://www.sapiens.org/culture/caucasian-terminology-origin/

    • Oliver Post

      10 months ago

      I am definitely aware of racial themes being very much a sensitive topic. We did our best to offer a very diverse set of presets in the add-on, to reflect our diverse user base. The category names are there simply for quick filtering. If the term caucasian is a loaded term, we would be interested in hearing a suggestion for a non-loaded term, without going into complex naming simply for the sake of avoiding using a loaded term that the vast majority of people do not see as loaded. Would simply "white" be better? The reason "caucasian" is used in the add-on in the first place is that we saw it as a widely used term for "people with light skin" or "people of european ancestry", without us being aware of the history of the term, whereas categories as "black/white" felt more racially loaded.

  • Captiva Marketing
    over 1 year ago

    While great at generating characters and has improved over the years in certain capacities. The character deformation is simply atrocious. Really wish this would be improved more than anything.

  • For commercial use. Includes all features and content. See the 'license info' button.

    $128
  • For personal, portfolio and educational use. Includes all features and content. See the 'license info' button.

    $68
$128

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Details
Sales 16900+
Rating
137 ratings
Dev Fund Contributor
Published over 5 years ago
Blender Version 3.6 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
Misc Data Rigged
License GPL