JonCG - Akuma

Akuma, a battle-hardened martial artist built as an editable MetaHuman Character. A heavily muscled, scarred fighter with a fiery red topknot, a torn dark gi, a rope belt, wrist wraps and a heavy bead necklace, rigged and ready for cinematics and games.

Features

- Editable MetaHuman Character: open it in the MetaHuman Creator to adjust the face, body, skin and wardrobe, then assemble it for your project.

- Comes with clothing.

- Includes the assembled character with its custom meshes and accessories in the same package.

- Includes 2 animations on the MetaHuman skeleton.

- Ships as a MetaHuman Package (.mhpkg) made with the MetaHuman Manager.

Technical details

- Asset type: MetaHuman Character (editable)

- Packaged with: Unreal Engine 5.8

- Supported engine versions: 5.8 and later

- Characters: 1

- Includes clothing: Yes

- Total LOD0 vertices (all meshes shown): 163,762

- Mesh: Body: 32,336 vertices, 60,816 triangles, 4 LODs

- Mesh: Face: 34,657 vertices, 64,094 triangles, 8 LODs

- Mesh: Character: 62,873 vertices, 65,636 triangles

- Mesh: Cloth: 24,714 vertices, 38,101 triangles

- Mesh: Beads: 1,333 vertices, 2,386 triangles

- Mesh: Hair and belt: 7,849 vertices, 12,394 triangles

- Body rig: MetaHuman body skeleton (342 bones), works with MetaHuman animations

- Facial rig: MetaHuman face rig (RigLogic), 875 bones, 858 morph targets, Live Link / Control Rig ready

- Rigged: Yes

- Animations included: 2 (AS_DoggingRight_body_anim, AS_Engaged_body_anim)

- Textures: 33, up to 8192x8192

- Virtual textures: 8 (enable Virtual Texturing in Project Settings)

- Quality level: Cinematic

- Required plugin: MetaHuman Creator (ships with Unreal Engine)

- Package size: 780 MB

How to use

1. Use Unreal Engine 5.8 or later with the MetaHuman Creator plugin enabled and Virtual Texturing turned on (Project Settings > Rendering).

2. Make a folder for it in the Content Browser (e.g. MetaHumans/Akuma) and drag the .mhpkg file into that folder; it unpacks there.

3. Open the MetaHuman Character asset to edit Akuma in the MetaHuman Creator.

4. Or place the ready-made Blueprint BP_Akuma in a level; it already wears the outfit and accessories shown.
Links

- YouTube: https://www.youtube.com/@JonCG

- Website: https://joncgmhstudio.com/