3dExport
Sci fi cyberpunk action girl adrestia-rigged
by 3dExport
Last crawled date: 1 year, 10 months ago
__desc._____________ sci-fi cyberpunk action girl adrestia who is humaniod/augmented human. included two different primary and a dual-arm secondary with a holster and armor. character is rigged and properly skinned for using in game engines. made using blender. also exported to unreal engine and unity. both packages are provided. provided the blend file to export to game engine with your own mesh or texture combo. images rendered in cycles. hair rendered with a subdivision surface modifier.
__mesh_____________ total 10 meshes. hair, body, upper armor, lower armor, holster, cloth, 4. a laser added with no texture, only internal blender shader. parts of the body invisible under cloth are removed for better game engine optimization. meshes have clean quad dominent, non-overlaping uv wrapped topology for using subdivision in offline rendering and texture control. subdivision is not available in though. total mesh resolution: 68050 polys / 68663 verts/ 129359 tris. 61309 quad faces, 6741 triangle faces. quad-tris ratio 90.1%. lowpoly mesh resolution: 8976 polys/ 10722 verts/ 16172 tris. 7196 quad faces, 1780 triangle faces. quad-tris ratio 80.1%.
__pbr textures______ all character mesh have its own textureset for customization. all texture set contains diffuse map (some with alpha channel for transparency), ambient occlusion map, metallic map, roughness map, specularity map, normal map. some mesh also contains emission map, subsurface map (body). hair mesh have 4 different colored map, along with root, tangent, opacity, random id, depth map. texture resolutions are 512px to 4k px, size optimized for speed. format is png. for low-poly version it has 4k maps for cloth and armors. for others 2k. normal and height maps in exr format and ambient occlusion, metallic, roughness, albedo, subsuface map, emissive maps in png. textures for low and mid are not identical. low poly character texture is more detailed and procedural than the mid poly.
__fbx format________ both lowpoly and midpoly character and separately exported in fbx format for unity and unreal engine fbx format. character rig compatible for using unity 5 humanoid rig and unreal 4 mannequin rig.
__blender package___ rigged a-pose lowpoly and mid-poly character + in blender 2.83. clean topology and skined detailed pbr textures and clean profesional uv layout. for offline rendering subdivision can be added on body and clothes. includes a demo animation.
__unity3d package_____ character and each separately exported to unity with model+textures+materials humanoid rig in unity which is working perfectly. color+opacity+metallic/specular+smootheness+normal+ambient occlusion has been set up. packed into unity package.
__unreal engine package____ character exported to ue 4.25 as character and each separately. retargatable in mannequin rig. you can use exported fbx files (included) for importing to ue. in the preview video i show the character animated in ue. for this purpose i was using free downloadable animation starter pack from ue store which shows that character can handle mannequin animations. asset migrated to .uasset files.
update: new low poly version character added for mobile game engine compatablity. details in the description.
__mesh_____________ total 10 meshes. hair, body, upper armor, lower armor, holster, cloth, 4. a laser added with no texture, only internal blender shader. parts of the body invisible under cloth are removed for better game engine optimization. meshes have clean quad dominent, non-overlaping uv wrapped topology for using subdivision in offline rendering and texture control. subdivision is not available in though. total mesh resolution: 68050 polys / 68663 verts/ 129359 tris. 61309 quad faces, 6741 triangle faces. quad-tris ratio 90.1%. lowpoly mesh resolution: 8976 polys/ 10722 verts/ 16172 tris. 7196 quad faces, 1780 triangle faces. quad-tris ratio 80.1%.
__pbr textures______ all character mesh have its own textureset for customization. all texture set contains diffuse map (some with alpha channel for transparency), ambient occlusion map, metallic map, roughness map, specularity map, normal map. some mesh also contains emission map, subsurface map (body). hair mesh have 4 different colored map, along with root, tangent, opacity, random id, depth map. texture resolutions are 512px to 4k px, size optimized for speed. format is png. for low-poly version it has 4k maps for cloth and armors. for others 2k. normal and height maps in exr format and ambient occlusion, metallic, roughness, albedo, subsuface map, emissive maps in png. textures for low and mid are not identical. low poly character texture is more detailed and procedural than the mid poly.
__fbx format________ both lowpoly and midpoly character and separately exported in fbx format for unity and unreal engine fbx format. character rig compatible for using unity 5 humanoid rig and unreal 4 mannequin rig.
__blender package___ rigged a-pose lowpoly and mid-poly character + in blender 2.83. clean topology and skined detailed pbr textures and clean profesional uv layout. for offline rendering subdivision can be added on body and clothes. includes a demo animation.
__unity3d package_____ character and each separately exported to unity with model+textures+materials humanoid rig in unity which is working perfectly. color+opacity+metallic/specular+smootheness+normal+ambient occlusion has been set up. packed into unity package.
__unreal engine package____ character exported to ue 4.25 as character and each separately. retargatable in mannequin rig. you can use exported fbx files (included) for importing to ue. in the preview video i show the character animated in ue. for this purpose i was using free downloadable animation starter pack from ue store which shows that character can handle mannequin animations. asset migrated to .uasset files.
update: new low poly version character added for mobile game engine compatablity. details in the description.
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