Rigged: (Yes)

Rigged to Epic skeleton: (Yes)

If rigged to the Epic skeleton, IK bones are included: (Yes)

Animated: (No)

Number of characters: 10

Vertex counts of characters: 67 000

Number of Materials and Material Instances:

Materials: 7

Material Instances: 15

Number of Textures: 66

Texture Resolutions: (1024-4096)

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes)

Documentation: No

Important/Additional Notes: No

操纵:(是)

装备史诗骨架:(是的)

如果装备到史诗骨架,IK骨骼包括在内:(是的)

动画:(没有)

字符数:10

字符顶点数:67000

材质和材质实例数:

材料:7

材料实例:15

纹理数量:66

纹理分辨率:(1024-4096)

支持的开发平台:

视窗:(是)

Mac:(是)

文件:否

重要/附加说明:否










Unreal Engine demo | Advanced Locomotion System V4 demo | 360 Preview |

Communication with the author, Discord.

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Tracing rendering a heads up on how to fix an issue involving its hair/fur for path trace rendering. 

Simply reduce the value of DitherOp in the material instance from 2 to 1 on the hair and 1.5 to 1 on the fur. This will fix the black boxes you’ll get with the hair/fur in path tracing.

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Big update 1.3

How to put on a weapon or assemble your character.

Added a basic body.

Reworked and optimized materials.

Old head and hair removed.

Improved textures.

Added facial morph targets for.

The model has no additional bones, because of this had to abandon the physics of the scabbard, but was added morph target, so that when you jump and walk they do not fall into the body. (more details will show in the video)

All of my characters, including this one, are of different proportions than the standard Epic Skeleton.

Be warned, this may cause some animation difficulties, such as the hands not picking up weapons accurately, additional animation corrections for my characters or something like that will be required!

The visualization of this character was done in Unreal Engine 5.0 using Lumen technology. The rendering result in other versions with different settings may vary.

Highly detailed heavy knight character.

Has 10 sets of ready-made characters of different variations that I prepared. There are many individual parts (61 parts) from which you can assemble your variations.

Customizable materials will also add variety.

There are facial expressions and eye movements using target morphs.

A few of my blanks and the ARKit work kit

ARKit

3d character model for games.

Knight errant, wearing heavy plate armor.

The character is well suited as the enemy or the main character.

The model has flexible material settings, where you can adjust the shades of color to your taste (video demonstration).

There are many individual parts/modules that can be combined in different ways.

Textures are sizes 4096 and 2048 depending on the size of the object.

PBR ORM materials.

Polygon: all together 100,00 triangles

Vertexes: 67 000 vertices.

虚幻引擎演示 | 高级运动系统V4演示 | 360预览 |

与作者的沟通,不和谐。

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跟踪渲染一个关于如何解决涉及其头发/毛皮的路径跟踪渲染问题的头。 

只需将材质实例中的DitherOp值从头发上的2降低到1,毛皮上的1.5降低到1即可。 这将修复您将在路径跟踪中使用头发/毛皮获得的黑盒子。

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大更新1.3

如何穿上武器或组装你的角色。

A一个基本的身体。

Reworked和优化的材料。

Old头和头发去除。

改进的纹理。

A面部变形目标。

T他的模型没有额外的骨头,因为这不得不放弃剑鞘的物理,而是添加了变形目标,这样当你跳,走他们不落入身体。 (更多细节将在视频中显示)

我的所有角色,包括这个角色,都与标准史诗骨架的比例不同。

Be警告说,这可能会导致一些动画困难,例如手没有准确地拿起武器,额外的动画修正我的角色或类似的东西将需要!

T这个角色的可视化是在虚幻引擎5.0中使用流明技术完成的。 具有不同设置的其他版本的渲染结果可能会有所不同。

Highly详细重骑士性格.

H作为我准备的10套不同变化的现成角色。 有许多单独的部分(61个部分),您可以从中组装您的变体。

Customizable材料也将增加品种。

T以下是使用目标变形的面部表情和眼球运动。

我的一些空白和ARKit工作包

ARKit的

游戏的3d人物模型。

骑士errant,穿着厚重的板甲。

角色非常适合作为敌人或主角。

该模型具有灵活的材料设置,您可以根据自己的口味调整色调(视频演示)。

有许多单独的部件/模块可以以不同的方式组合。

纹理的大小为4096和2048,具体取决于对象的大小。

PBR ORM材料。

多边形:全部100,00个三角形

Vertexes:67 000顶点.

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