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Character Customizer
A collection of 171 clothing items for Character Customizer and Metahuman-shaped characters
Asset breakdown:
77 items for male characters (21 of which are Character Customizer base assets)
37 (8) upper body
14 (5) lower body
13 (5) footwear
14 (3) headwear
94 items for female characters (24 of which are from Character Customizer)
45 (10) upper body
21 (4) lower body
16 (7) footwear
13 (3) headwear
All items are modular and are divided into four categories: upper body, lower body, footwear and headwear
Assets are generally tintable using a tint mask system and come in many variations, which can be adjusted to your liking.
Performance:
All assets are optimized with multiple level of detail (LODs) to work well with the crowd system of Character Customizer to allow large crowds. Ultimately, these are not low poly-style assets and not suited for mobile or very low spec games.
Typical triangle count per item: 5000 (LOD0) > 2500 (LOD1) > 1000 (LOD2) > 400 (LOD3) > 200 (LOD4).
The amount of triangles and LODs varies from asset to asset.
Metahuman compatibility:
The clothes generally work with Metahuman-shaped characters with some caveats:
These clothes use a simplified Metahuman-based skeleton and as such skinning may differ from official Metahumans which have a complex system of bone correctives. There are male and female Metahuman bodies included in this package which have had their skinning changed to maximize compatibility with these assets. If you use other body meshes there may be clipping.
These clothes are only designed for characters of the tall/normalweight Metahuman body preset. There are weight bones which allow for body customization (a Character Customizer feature).
Metahumans have arbitrarily sized necks and heads which means certain items like hats and collars will result in clipping depending on the Metahuman assets that are used. Eye height is also not standardized so items like eyeglasses may not fit properly without adjusting.
Metahuman Grooms will clip through hats and caps and would have to be hidden on a case-by-case basis.
You must implement the WPO masking system in your Metahuman skin materials. There are two very simple example materials (head and body) which demonstrate the parameters that need to be plugged into World Position Offset node in the material.
Contact:
If you have questions, email me at lindborgdev@gmail.com or DM me on Discord