Yes, at some point
I think you can sell as a standalone pack telling that it works with your customizer. This way you can sell characters for those that don’t want your customizer and make the ones which has your customizer happy. Also, your customizer wont’t change price over time, granting more users, and you earn more selling standalone characters being they are not tied only to the customizer.
Or just market them as Elf Customizer, Dwarf Customizer, etc, as in most fantasy games, once you click a race it takes you to a different set of options anyways so that is how it would work with using this, a different customizer for each playable race.
This is a great start. Definitely high quality assets.
A couple of areas that could use improvement are the face presets and lack of breast/butt size. This goes for the male character as well.
Jiggle physics would also be nice and would set this apart from the other character creators out there.
Unrelated to the pack itself, I am having issues getting this to work with the Advanced Locomotion system. The texture picker isn’t working for some reason. The body morphs and hair work fine though.
Just noticed that the face normal map appears to be inverted in the latest update for some reason. If the lips look weird go to head_n and uncheck flip green channel.
Have you replaced the cast and the references in the macros?
and the “face presets” are kind of ungrateful to work with since I can’t alter the nose, eyes, mouth, ears because they have their own presets and I can’t really alter the head because I want compatibility with hair and headwear without having to add a dozen morphs to each
it will be cool when you have some time if you can publish a quick video regarding this changes, for example with a third person character template from the epic games, i’ve changed the reference inside the macro and also the cast node but it doesn’t work for me, the widget is always empty. i trying so hard to integrate with another characterbp.
Had too many problems with dynamic shadows for the hair so I’ve moved to a baked solution instead using vertex color to occlude the inner hair cards
There’s a video showing how to do it here https://www.youtube.com/watch?v=ilanYSiKzU8 in case someone is interested
Haven’t tried so can’t say what the problem is. I’ll have a look later.
Thanks, the hair in that video are so awesome :eek:
Actually I just found the source of this - it appears that in 4.19, if recompute tangent is enabled on a material, it flips the green channel of that materials normal map. Anyone have any idea why that is?
With the release of the Paragon characters I’m postponing the marketplace submission for a while to see how much there is I can improve
Excellent idea.
Keep us updated with the changes pretty excited too see this project finished and ready to use!
Keep in mind that Paragon game assets are quite stylized characters, high quality yes but stll not photorealistic CGI look and more cartoonish/comics/anime style, I mean don’t target just stylized ones for your character customizer but ensure that it can be used for a more photorealistic look as well (like the Kingsglaive: Final Fantasy XV or the Gantz:O CGI movies for example… that are still anime CGI but the quality is on par with that on live action movies)
i actually really like @mlindborg characters quality, i have some problem implementing with another characterbp but the quality is really good… but, yes, there is surely space for improvement on the hair and on the clothes. what i really liked on paragons is the eye moving and face expression (not inherit with animations or maybe yes?), hair style and the awesome clothes, also the UVs are invisible or really well masked under the clothes. Also the clothes have some physics also, that’s cool and make it more realistic.
I think he just want to watch what happens with all those animations and his models. Watch for the models’ implementations and improve his own models. I don’t think he will change the style of his models at all, so be rest assured.
I like a lot anything close to realistic (Rise of the Tomb Raider is the bottom line for me), what makes a good model is how well it performs high quality animations (with mocap) and how clothes’ physics and material blend together, ah and of course hair.
i think you’re right, i’m excited to see the improvements.
@mlindborg - What does that mask texture in the first post do?
@HeadClot It masks off part of the body to avoid clipping with clothes
Still have the problem with the desynced animBPs, although it seems to be caused by the master pose component. If I go from animBP 1 to animBP 2, or from no animBP, it works fine, but if I enable master pose component and then disable it and assign an animBP, it goes out of sync.
I have a product under development for dynamic hair for characters and I am not having much time to dedicate for it… few days ago I saw in twitter a guy with a close attempt on what I was doing. If the guy transforms that into a product I might just adapt it to this UE4 Character Customizer and put it into gumroad very cheap ($10-15 not sure yet), since I cannot sell an asset that depend on another asset in the UE4 Marketplace.
Unless of course the attempt of that guy just don’t get near the quality I was pretending, I would anyway provide videos showing how to adapt. I do think, this caracter customizer can become a great asset if done properly.