I would like to have bones in the face for animation down the road.
One question, will you be adding basic physics (jiggle) to the most commonly requested spots on the human anatomy? For example the belly, backside and the chest?
Awesome work!
I would like to have bones in the face for animation down the road.
One question, will you be adding basic physics (jiggle) to the most commonly requested spots on the human anatomy? For example the belly, backside and the chest?
Awesome work!
[=Draven_lock;419836]
I would like to have bones in the face for animation down the road.
One question, will you be adding basic physics (jiggle) to the most commonly requested spots on the human anatomy? For example the belly, backside and the chest?
Awesome work!
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Nightasy system already includes spring joints for targeted jiggle and bone scaling. We will later on down the line release additional body packs with plus sized body types included. That particular pack will have belly jiggle.
[=RBrown;419838]
Nightasy system already includes spring joints for targeted jiggle and bone scaling. We will later on down the line release additional body packs with plus sized body types included. That particular pack will have belly jiggle.
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That works out quite nicely thanks.
One more question when your pack is released will we be able to blend multiple body shapes at once like say Daz 3D characters, or will it be more like Skyrim/fallout 4?
Thanks for your time.
One question, are you going to release just the characters by themselves as well? They would be good for prototyping with actual human anatomy instead of the mannequin robot. If not, it doesn’t matter, I’ll still buy this anyways
[=ToxinGaming;419849]
One question, are you going to release just the characters by themselves as well? They would be good for prototyping with actual human anatomy instead of the mannequin robot. If not, it doesn’t matter, I’ll still buy this anyways
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The base kit is pretty much a package deal. It’s the base kit for future add-on packages such as additional clothing, hair styles, body types based on the models, etc. Sort of like what you see with Daz3d. To use the Daz3d models you need the base Daz3d software. That is the concept of our business model as well. Regarding your purposes, the scripting portions of the base package is non-intrusive to exterior scripts and as such the package will still work for your prototyping needs. While we haven’t made plans to just offer “only the scripts” or “only the models” as separate packages that doesn’t mean that we won’t someday. It only means that starting out, we will only be providing them as a “package” deal, to say, the “base kit.”
[=RBrown;419830]
Almost done with this guy. Decided to go back and balance out the body tone and work into the face a bit more. Also started doing some rigg testing to see how well the anatomy translates with the ue4 rigg. Would you guys prefer to have any bones in the face? We were debating rather to have bones for the eyes or not.
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I would love to have bones for the eyes, with a separate material for them as well. It’s hard to do proper eyes if they’re on the body material, and you can’t get look at or any of the eye motion you’d want with realistic eyes without eye bones (or hacks).
[=n00854180t;419869]
I would love to have bones for the eyes, with a separate material for them as well. It’s hard to do proper eyes if they’re on the body material, and you can’t get look at or any of the eye motion you’d want with realistic eyes without eye bones (or hacks).
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Not only that, but bones for the entire face, like lips etc.
Or do you use morph targets for that now?
I think they’ll be using morphs for that, though the super high end face rigs in games like Ryse actually use a combination of both morphs and joints (and other stuff to tie the technique together, like wrinkle maps).
Yes morph targets are the way for face animations. I use them too and its easy with animation since you can exclude the head. Use morphtargets.
Nightasy / RBrown, is there any update in how this is coming along? I’m sick of my Mixamo frankenstein creation
[=ToxinGaming;434531]
Nightasy / RBrown, is there any update in how this is coming along? I’m sick of my Mixamo frankenstein creation
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It’s coming along nicely. We are currently in the rigging stage for the male character model.
Sorry about the silence guys. this project is still coming along steadily. We were busy making some proportional adjustments to model to match the UE4 rigging constraints but now thats all finished were gearing up for the final bind and then its on to hair creation and skin detailing. ill be sure to share some screens once i have begone the texturing faze.
The weird trouble I’ve been having is making the hair not get devoured by the head when you apply morph targets to it. Huge pain. There’s got to be some way to handle that.
Alright guys Just wanted to share some updates since its been pretty quiet in here. The rigging is currently being finalized on this guys so im now in the process of giving him his final texures passes and then its on to color map creation and then hair. Im actually finding some cool new techniques for layering skin detailing with substance painter so ill make a tutorial for that later on. Cheers!
Awesome work @RBrown! I can’t wait to see this released.
Thanks n00854180t! Were looking forward to releasing it as well.
Here is one more sneak peak with the first color test pass. once i get some actual shaders and SSS on this guy he will come to life, but thought i would share one more update.
Amazing work !
Gratz !
Any news on this?
Looking forward to being able to see this… and buy it when available.
[=Tarly;471358]
Any news on this?
Looking forward to being able to see this… and buy it when available.
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We have begun engine integration. We still have quite a bit to do but it’s definitely moving forward.
Awesome. TY 4 the update