Features:
- characters are set and ready to be tested
- multiple character designs and highly customizable
- cloth simulation and cloth set up done – the cloth of the characters has 4 lods
- modular body parts and cloths + one combined character (this does not include the assets in the legacy folder)
- 71 animations + 22 variations with small changes
- high quality textures – 4k
- project comes with extra items : mesh pedestal and 2 types of axes (one has cloth ,which comes also set up but without lod set up and one axe without the cloth)
- compatibility with other projects of mine – more information in the compatibility video
- comes already retargeted to UE mannequin
Rigged: (Yes)
Rigged to Epic skeleton: (Yes)
If rigged to the Epic skeleton, IK bones are included: (Yes)
Animated: (Yes)
Number of Animations: 93 (71 animations + 22 variations with small changes )
Animation types (1 Root Motion/ 92 In-place):
Number of characters: 16 Skeleton Meshes
Vertex counts of characters: for the modular parts – from 1108 to 13 206; combined meshed (non modular) – 27 331
Number of Materials: 3
Number of Material Instances: 32
Number of Textures: 18
Texture Resolutions: 4096; 1024; 2048
Supported Development Platforms:
Windows: (Yes)
Documentation: guide video above
特征:
- 字符已设置并准备好进行测试
- 多种角色设计和高度可定制
- 布料模拟和布料设置完成-人物的布料有4个lod
- 模块化车身部件和布料+一个组合字符(不包括旧文件夹中的资产)
- 71动画+22变化与小变化
- 高品质纹理-4k
- 项目带有额外的项目:网格基座和2类型的轴(一个有布,也设置但没有lod设置和一个没有布的斧头)
- 与其他项目的兼容性-兼容性视频中的更多信息
- 已经重新定位到UE人体模型
操纵:(是)
装备史诗骨架:(是的)
如果被装配到史诗骨架上,IK骨骼包括在内:(是的)
动画:(是)
动画数量:93(71个动画+22个变化小)
动画类型(1根动作/92就地):
字符数:16个骨架网格
字符的顶点计数:对于模块化部件-从1108到13 206;组合网格(非模块化)-27 331
材料数量:3
材质实例数:32
纹理数量:18
纹理分辨率:4096;1024;2048
支持的开发平台:
视窗:(是)
文档:上面的指南视频
Videos:
Mini Guide and Tips for Ancient Statues vol 1 – Colossals
Overview: Ancient Statues vol 1 – Colossals (Legacy)
Animation Ancient Statues vol 1 – Colossals (Legacy)
More and higher resolution images on my Artstation page – www.artstation.com/amontv3 – or click here
Compatibility video ( ! Those are 3 separate packs, they are combined ONLY for this video and for a showcase reason, they are NOT sold combined ! )
(This pack contains meshes that are compatible with other projects of mine – they can share textures, for a list you can click here )
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22.10.22 – Update 2.7
What is new :
- updated the skeleton mesh – now it also has IKs, facial bones (I do plan to use this new skeleton for future characters, when possible*)
- character is now modular – body parts and cloths, and is also set up and ready for testing
- added facial morphs
- redone the old animations to fit the new skeleton
- Legacy – the old project files (the old non modular characters and their animations are kept in folder demo/legacy, as well as the blueprints and the maps for them )
- the project now has size of 767 mb (this includes all – the new updated and the old project)
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Disclaimers:
- I have put the extra work to put the characters together with basic setup and adjusting the speed of some of the animations. Since they are all (but 1) in place animations you will need to adjust the speed for your likings (because you might think for example the character is running too fast or to slow for the amount of steps – I have set it up to my likings and to make sure it all work, what you like is up to you and your project)
- Customization options – basic fraction , tint , control over the intensity of the texture maps, as shown in the video overview ( there is also a tilling option that can provide a lot of variations to the looks of the statues )
- Legacy Folder – all the old characters, their animations, blueprints, UE mannequin retargeted animations and the demo maps even are kept and come with the project. Located in folder demo/legacy.
- Project size ~ 767 mb
- The project uses the UE water plugin for demonstration reasons – recommendation is to turn it on to be able to see all the maps
- Project comes with some UE content for showcase reasons (thirdperson; starter content; UE water )
- Project also has a Promo folder, the meshes and textures in it are not included in the numbers below describing this pack.
- all the characters/ modular parts use one skeleton (the characters in legacy folder are the old models they use a different skeleton and it is also 1 for all of them)
- there are 2 PhysicsAssets for the character – basic set up, it is done just to make sure the cloths work and look nice
- characters are set up for demonstration reasons. The set up includes weapon attack, attack+ 2nd animation from the waist down, multiple animation blendspaces, idle random animations for some of the demo character set ups and more. ALL OF THIS IS NOT MENT TO REPLACE your character set up or is a complete character setup. THIS IS A BASIC SETUP and I am not an expert when it comes to Unreal, I am actually a novice !
- this is my first character and my first animations – I have made a video with the animations please watch that one I show every one. One more thing – around 22 of the 93 animations are variations and some have slight changes mostly in the arms area
- the size of the character is close to the size of the female UE mannequin one
- the characters have 4 LODs generated in engine + 4 LODs for the clothing, but the axes don`t have LODs for the clothing simulation.
- project has additional textures for the pedestal1. Pedestal1 in this project is a tiled version unlike the same mesh/pedestalfrom Ancient Bronze Pack (has different UVs and the reason is because I have a big project coming and some of the meshes will have 2 types tiled and non tiled versions, the textures for the pedestal are non tiled and are compatible with the pedestal1 from Ancient Bronze pack, so that I can show my commitment to my compatibility and not to be ask why this one has different UVs)
Product contains extra bones:
Armor_B1
Armor_B2
Armor_F1
Armor_F2
Armor_L1
Armor_L2
Armor_R1
Armor_R2
c_breast_01_l
c_breast_01_r
c_breast_02_l
c_breast_02_r
Head_B_Ex1
c_cheek_inflate_l
c_cheek_inflate_r
c_cheek_smile_l
c_cheek_smile_r
c_ear_01_l
c_ear_02_l
c_ear_01_r
c_ear_02_r
c_eye_offset_l
c_eye_l
c_eye_ref_track_l
c_eyelid_corner_01_l
c_eyelid_corner_02_l
eyelid_bot_l
c_eyelid_bot_01_l
c_eyelid_bot_02_l
c_eyelid_bot_03_l
eyelid_top_l
c_eyelid_top_01_l
c_eyelid_top_02_l
c_eyelid_top_03_l
c_eye_offset_r
c_eye_r
c_eye_ref_track_r
c_eyelid_corner_01_r
c_eyelid_corner_02_r
eyelid_bot_r
c_eyelid_bot_01_r
c_eyelid_bot_02_r
c_eyelid_bot_03_r
eyelid_top_r
c_eyelid_top_01_r
c_eyelid_top_02_r
c_eyelid_top_03_r
c_eyebrow_full_l
c_eyebrow_01_end_l
c_eyebrow_01_l
c_eyebrow_02_l
c_eyebrow_03_l
c_eyebrow_full_r
c_eyebrow_01_end_r
c_eyebrow_01_r
c_eyebrow_02_r
c_eyebrow_03_r
c_jawbone_x
c_chin_01_x
c_chin_02_x
c_lips_bot_x
c_lips_bot_01_l
c_lips_bot_01_r
c_lips_bot_l
c_lips_bot_r
c_teeth_bot_x
c_teeth_bot_l
c_teeth_bot_r
tong_01_x
tong_02_x
tong_03_x
c_lips_smile_l
c_lips_smile_r
c_lips_top_x
c_lips_top_01_l
c_lips_top_01_r
c_lips_top_l
c_lips_top_r
c_nose_01_x
c_nose_02_x
c_nose_03_x
c_teeth_top_x
c_teeth_top_l
c_teeth_top_r
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This is my first complete and animated character, it took me quite some time, but it is done and I am quite happy with the results, and very proud especially after all I had to deal with. I think I outdid my self considering my previous levels of knowledge, I also did a few unnecessary things like 70 (as of now the number is 93) animations and a couple blendspaces, but I wanted to see my character come to life and I wanted to see how my animations will look in action, after all this is my first and I wanted to be special (and mostly to see what didn’t work or looked as planned and fix it).
The idea for this character came from my other project I am working, which is a modular ancient kingdom with Aztec, sci-fi, forgotten temple, alien, old gods themes and why trying to make that I got to this statue. I am quite happy with the fact that when you play with the coloring the theme can go from ancient Aztec to Egyptian.
Now I do intend to do more and a bit more complex after I am done with this one. I do have plans also for something a bit different – the Aztec god Kukulkan and eventually release an environment asset – the modular ancient kingdom.
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短片:
概述:古代雕像第一卷–巨像 (遗产)
动画古代雕像第一卷-巨像 (遗产)
更多和更高分辨率的图像在我的Artstation页面-www.artstation.com/amontv3 -或 点击这里
兼容性视频 ( ! 这些是 3个独立包装,它们仅为此视频而组合,并且出于展示原因,它们是 不是 加起来卖了! )
(此包包含与我的其他项目兼容的网格-它们可以共享纹理,您可以单击列表 这里 )
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22.10.22-更新2.7
最新消息 :
- 更新了骨架网格-现在它也有IKs,面部骨骼(我确实计划将这个新的骨架用于未来的角色,如果可能的话*)
- character现在是模块化的-车身部件和布料,并且也已设置并准备好进行测试
- 增加面部变形
- 重做旧的动画以适应新的骨架
- Legacy-旧的项目文件(旧的非模块化角色及其动画保存在文件夹demo/legacy中,以及它们的蓝图和地图)
- 该项目现在有767mb的大小(这包括所有-新的更新和旧的项目)
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免责声明:
- 我已经投入了额外的工作,将角色与基本设置和调整一些动画的速度放在一起。 由于它们都(但1)到位动画,您需要调整您的喜欢的速度(因为您可能会认为例如角色运行速度太快或步数太慢-我已经将其设置为我的喜欢并确保所有
- 自定义选项-基本分数,色调,控制纹理贴图的强度,如视频概述所示(还有一个tilling选项,可以为雕像的外观提供很多变化)
- 遗留文件夹-所有的旧角色,他们的动画,蓝图,UE人体模型重新定位动画和演示地图甚至是保留和附带的项目。 位于文件夹演示/遗留。
- 项目规模~767mb
- 该项目使用UE water插件进行演示-建议将其打开以便能够看到所有地图
- 项目附带了一些UE内容,用于展示原因(thirdperson;starter content;UE water)
- 项目还有一个促销文件夹,其中的网格和纹理不包括在下面描述这个包的数字中。
- 所有角色/模块化部件都使用一个骨架(legacy文件夹中的角色是他们使用不同骨架的旧模型,并且所有这些都是1)
- 角色基本设置有2个物理集,它只是为了确保衣服工作并且看起来不错
- 字符设置为 示范理由. 该设置包括武器攻击,攻击+从腰部向下的第二动画,多个动画混合空间,空闲随机动画的一些演示角色设置和更多。 所有这些都不是为了取代你的字符集,或者是一个完整的字符设置。 这是一个基本的设置,我不是一个专家,当涉及到虚幻,我实际上是一个新手!
- 这是我的第一个角色和我的第一个动画-我已经制作了一个动画视频请观看我展示的每一个。 还有一件事-在93个动画中,大约有22个是变化的,有些在武器区域有轻微的变化
- 角色的大小接近女性UE人体模型的大小。
- 角色在引擎中生成了4个lod+4个lod用于服装模拟,但轴没有Lod用于服装模拟。
- 项目有额外的纹理为基座1。 这个项目中的基座1是一个平铺版本,不像古代青铜包中的相同网格/基座(具有不同的Uv,原因是因为我有一个大项目,其中一些网格将有2种类型的平铺和非平铺版本,基座的纹理是非平铺的,并且与古代青铜包中的基座1兼容,这样我就可以展示我对兼容性的承诺,而不是问为什么这个有不同的Uv)
产品含有额外的骨骼:
装甲_b1
装甲_b2
装甲_f1
装甲_f2
盔甲_l1
盔甲_l2
盔甲_r1
盔甲_r2
c_breast_01_l
c_breast_01_r
c_breast_02_l
c_breast_02_r
头_b_ex1
c_cheek_inflate_l
c_cheek_inflate_r
c_cheek_smile_l
c_cheek_smile_r
c_ear_01_l
c_ear_02_l
c_ear_01_r
c_ear_02_r
c_eye_offset_l
c_eye_l
c_eye_ref_track_l
c_eyelid_corner_01_l
c_eyelid_corner_02_l
眼线_bot_l
c_eyelid_bot_01_l
c_eyelid_bot_02_l
c_eyelid_bot_03_l
眼线_top_l
c_eyelid_top_01_l
c_eyelid_top_02_l
c_eyelid_top_03_l
c_eye_offset_r
c_eye_r
c_eye_ref_track_r
c_eyelid_corner_01_r
c_eyelid_corner_02_r
眼线_bot_r
c_eyelid_bot_01_r
c_eyelid_bot_02_r
c_eyelid_bot_03_r
眼线_top_r
c_eyelid_top_01_r
c_eyelid_top_02_r
c_eyelid_top_03_r
c_eyebrow_full_l
c_eyebrow_01_end_l
c_eyebrow_01_l
c_eyebrow_02_l
c_eyebrow_03_l
c_eyebrow_full_r
c_eyebrow_01_end_r
c_eyebrow_01_r
c_eyebrow_02_r
c_eyebrow_03_r
c_jawbone_x
c_chin_01_x
c_chin_02_x
c_lips_bot_x
c_lips_bot_01_l
c_lips_bot_01_r
c_lips_bot_l
c_lips_bot_r
c_teeth_bot_x
c_teeth_bot_l
c_teeth_bot_r
通_01_x
通_02_x
通_03_x
c_lips_smile_l
c_lips_smile_r
c_lips_top_x
c_lips_top_01_l
c_lips_top_01_r
c_lips_top_l
c_lips_top_r
c_nose_01_x
c_nose_02_x
c_nose_03_x
c_teeth_top_x
c_teeth_top_l
c_teeth_top_r
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这是我的第一个完整的动画角色,我花了相当长的时间,但它已经完成了,我对结果非常满意,并且非常自豪,特别是在我不得不处理之后。 考虑到我以前的知识水平,我认为我超越了我自己,我也做了一些不必要的事情,比如70(截至目前数量为93)动画和几个blendspaces,但是我想看到我的角色变得生
这个角色的想法来自我正在工作的另一个项目,这是一个模块化的古代王国,有阿兹特克,科幻,被遗忘的神庙,外星人,旧神的主题,为什么试图让我得到这个 我很高兴的是,当你玩着色的主题可以从古阿兹特克到埃及。
现在我打算做更多和更复杂一点后,我完成了这一个。 我确实有计划也有一些不同的东西-阿兹特克神Kukulkan,并最终发布一个环境资产-模块化的古代王国。
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