It works now (the 404 is still cached, but it works with an incognito window). I guess it was a time thing.
yeah, I did have the same problem (404), I had to change the mirror link!
this link Direct link: https://mirrors.sahilister.in/blender/demo/asset-bundles/human-base-meshes/human-base-meshes-bundle-v1.2.0.zip
is down!
Ah ok the mirrors need some time to update.
For anyone who has issues downloading it, you can get it also here:
https://ftp.nluug.nl/pub/graphics/blender/demo/asset-bundles/human-base-meshes/
Downloadâs working perfectly for me â clicked the link to the Demo Files page, clicked the Human Base Meshes v1.2 link, it started downloading while I was autoforwarded to the Thanks-Donate page.
Just to let you know, a few hours ago it was posted in the BA forum that someone got a 404 error on it
@JulienKaspar I made a decription scheme to my 1D_Sculpting_set_v03.zip to describe the mechanics of a shape transition from blockout to sculpted mesh. Hope it looks clear.
Sorry, Iâm not sure what this is for? Is it supposed to be included somewhere? And why exactly?
In order to provide such a reusability mechanics at least two models (lowpoly half and lowpoly sculpted) has to be provided.
However, I have doubts that it is possible to make such a mechanics discoverable by default with just providing two models without additional explanations.
So I am trying to figure out possible solutions or investigate if it is even worthful to provide such an explanations.
I think a separate tutorial on reusing base meshes for different character designs would make sense. Addons like Softwrap are existing for that purpose too.
But I donât think this is inside the scope of the asset bundle itself.
Indeed, addons that assume complex interactions like Softwrap or Keentools assume additional separate tutorials. I guess same strategy could work here as well.
(Also, a side note, one of the points of a lowpoly base was to provide a multires sculpting-friendly basemesh which could be relatively easily wrapped to blockouts without addons)
Thank you for response.
I noticed that amount of edges on the neck is different on realistic head and realistic human (m and f), so they canât be stitched together after working with head only.
Huh yeah thatâs a good point. It would be better if the topology matches better.
Hello everyone!
Iâm intrigued about the Asset Bundle roadmap and more broadly, Blenderâs platform integration with the Asset Browser for pre-made packs (whether official Blender ones or community contributions).
With Sketchfabâs deprecation looming on the horizon, and content like the Add Pineapple Primitive not quite finding its natural habitat yet, Iâm curious about the vision for asset distribution. Is there any roadmap for how Asset Bundles might evolve, particularly regarding the ecosystem of official and community content?
Iâm especially interested in plans for the Asset Browser biotope - both for official packs and community contributions. What kind of integration system and affordances are being considered to foster this ecosystem?
Do you still have these on hand? I was hoping I could use them as shape keys for the current Neutral Head in the Bundle.
I have all the meshes on my github page, there may have been some changes though since then (UVs and such, not sure) - GitHub - dan283/basemeshes: base meshes
Ah, thank you! I was hoping you had the original busts, because theyâre easier to morph. Thanks again, though!