![]() ![]() Normal Bump maps have micro-surface details for more natural skin and cloth look.Īnd at the end I'd like to show high-resolution versions of demo pictures which will be used in store.Ĭlick to expand.It's not strange at all. Models in packs used Standard PBS materials and textures (Color, Metallic, Smoothness, Normal Bump, Occlusion) with upto 2K resolution. The pack included 11 cloth models and 41 prefabs with different fashions/colors: Third pack ("GRML_Casual_Cloth") has NO BODY PARTS at all (cloth models only !) and to use it You should have one of GRML_Base. Also packs included - underwear models, pre-defined animation masks for layered animation (body + face for example), example scenes and documentation. ![]() Both "Gregory" and "Timothy" have bone-based facial animation and in packs You will find pre-defined clips for blinking, expressions and viseme (articulation).Įach pack included complete character model and separate body parts (14 models) with removed "invisible" polygons optimized for use with different cloth models.Ĭomplete character model (nude) has 12621 vertices and 24956 triangular polygons.Īlthough GRML character are compatible with Mecanim Humanoid Rig (and already mapped for it), packs also included basic motions (idle, walk, run, crouch, jog) and hands gesture specially tuned for GRML skeleton. Difference between them is in head shapes. Of course "part" model must be rigged to skeleton with exactly the same structure as "base" skeleton.įirst ("GRML_Base_Gregory") and second ("GRML_Base_Timothy") packs are character bases. "Key component" of this system is GRConstruct editor script which allowed to construct character from parts - add new body and/or cloth parts to "base" character. I'd like to inform that finally I finished next "portion" of content for Unity and it will be not single pack, but 3 packs from new "GR Modular System". If You wish to take a look at my works for iClone: I will try to finish all preparations and publish this content up to the end of next week. Avatar animation masks for layered animation Īs I told, it'll be my first publication for Unity and any feedback (questions, comments, advises.) will be very helpful for me. Blinking cycles (0.3 to 5 sec durations) īecause character's facial animation is bone-based, You can easy construct unlimited number of custom facial expressions in any 3D editing application.Ĭharacter is compatible with Mecanim Humanoid Rig and You can use any standard motions, but, in addition, this pack also included basic motions clips specially created for this character - Idle, Crouch, Walk, Run, Jog, Jump and pistol operations (77 animation clips). Viseme (with tongue animation) for speech visualization (15) Pack included pre-sets for facial animation: Mesh resolution - 14219 Vertices, 27708 Triangular Faces. Normal Bump maps have micro-surface details for more natural skin and clothes look. ![]() It used standard PBS materials and textures (Color, Metallic, Smoothness, Normal Bump, Occlusion) with 2K resolution. GRML SF1 Greg is a character with bone-based facial animation oriented on use as Third Person in games and videos which required high resolution and close look. Here short pack description (as it will be) and some demo pictures. The pack with first character practically ready for publication (I just need to "polish" documentation), so I decided to post some sort of "preview" here. Unity 5 has excellent visualization features and I decided to re-build some of my characters for Unity. Create animated characters and elements.I'm new in Unity, long time I create content for Reallusion iClone.Make animated videos and presentations.Support PSD file for character creations.Motion path and timeline editing tools.Create Interactive Compound Animations.Import 3D motions for 2D char animations.Easy and very intuitive user interface.Creates cartoon animations in real-time.Facial puppet and audio lip-syncing tools. ![]()
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