Where to find human character with mesh and texture LOD levels and basic animations?

I have seen lots of topics where people are struggling with various different approaches to use rigs, meshes, animations with UE4 and was wondering - if we have a full game engine which abstracts away underlying hardware and drivers and what not, then why don’t we yet have a complete human character with meshes and textures for various LOD levels and with some basic animations (including facial animations)? Why each game developer newbie has to reinvent the wheel and learn his lessons the hard way messing up many times or creating models which are not optimized for use in game engines? Shouldn’t there be a boilerplate character, fully complete and done right? Yeah, we have that blue “stick-man”, but that doesn’t count - I have no idea, what would be the most efficient way to make a human looking mesh and textures for it, or add facial animations, or optimize it for different LODs.

Hasn’t anybody created something to share or sell for reasonable price? I’m looking for the following features:

  • generic human character in casual clothes
  • loadable in Blender
  • created by professional who knows what and why he is doing
  • has initial high poly mesh with high res textures and streamlined low poly versions for use in game engine. Ideally, supports workflow where I can tweak the high quality model and then use some automated process to update low poly versions
  • supports facial animations - generic speech, moving eyebrows
  • comes with some animations - walk loop, run loop, idle loop, generic speaking
  • can be imported into UE4
  • comes with step by step instructions, how to get it into UE4 without headaches and how to adjust Physics and LOD levels to make it work

Is there something like this available? I would pay a reasonable price for it. I just need something ready to get started and fill my UE4 sandbox with some generic human characters who can walk, run and talk and be optimized enough so I can spawn 10-50 of them simultaneously, together with houses and cars.

I don’t think there’s anything that meets all of your requirements. In all cases I can think of, you’d have to do at least a little work. Your final requirement (step-by-step instructions, without headaches) may be a little pie in the sky. I don’t think anybody offers anything like that for UE4. Remember, UE4’s affordable, subscription-based version has been out for less than a year, and has really only been getting attention of the indie game community for the last 5-6 months.

The problem with stock characters is that they tend to look like stock characters, and Unreal users, historically, have been higher-end game makers that would have their own in-house artists working in a game-specific style.

The options I can think of:

Mixamo Fuse: Coming along nicely and I’m excited what 1.4 will bring, but currently, it’s not usable for our needs except for prototyping. There’s no LODs and there have been some issues with UE4 import (issues Mixamo says they’re investigating). Fuse models can auto-rigged to the UE4 skeleton and then downloaded with morphs that can be used with their facial capture software. I imagine those same morphs could be hand animated, but I’m not sure how hard that would be. This is the easiest option for getting animatable characters, though, assuming you have a subscription to Mixamo, since the auto-rigger will now rig to the UE4 skeleton and use the stock Unreal animations. Mixamo claims their decimator tool works for doing LOD models. I’m guessing it works fine for LOD3 and higher, but I’m a little skeptical about LOD1 (where LOD0 = full resolution Fuse model). I plan to try it since I’m a Mixamo subscriber now that they have full UE4 support, but haven’t gotten around to it. ://mixamo/fuse

MakeHuman: An open source project with a lot of potential, I tend to find the models need some modeling and texture work after export to avoid “looking like Makehuman models”. They offer several rigs and topologies and, I believe, facial animations are in the development branch (but not in the last official release). I’m not sure how close to production-ready they are. The models should be usable with UE4 animations using retargeting and choosing the game rig, but I haven’t tried it. There’s no explicit LOD support, but there are multiple topologies with different mesh counts, so you could probably get at least two LOD levels out of it, and then decimate down to third. ://makehuman.org

DAZ Studio: The DAZ models have really great topology and are rigged well, but they’re very high poly. They also have to be licensed for game use, and if you use third party textures, clothes, or morphs, you also have to license them separately from each vendor, so from a legal standpoint, you probably want to stay away from it. The ability to quickly prototype a character of different age/build/race/etc. is nice, though, and I will often use DAZ models for in-house prototypes. The legal situation makes using them (even retopo’d versions) too risky, however. ://daz3d

Unreal Marketplace: There are a few character packs. None of them currently have casual clothes (except, perhaps, you could argue that the biker in the Hero Character Pack is very casual :slight_smile: ). I’d keep an eye on it, though. As the number of UE4 subscribers increases, I expect to see more offerings here targeted at indie developers. You can check the Trello page to see what’s in the pipeline and vote on what you think should be put in the marketplace. https://trello/b/x2AEJP0x/unreal-engine-marketplace-submissions

TurboSquid: There are many character models there, some of which are game-ready and may meet your needs. There’s also a lot of **** there, too, so you have to spend time looking for something that meets your needs. ://

Unity Asset Store: I’m hesitant to suggest this here, but the Unity Asset Store has much more extensive offerings than the Unreal Marketplace currently. It’s also not as well curated, so there’s a lot of **** over there. Also, most of the assets come as Unity assets only, but some of them come with FBX files, and most of them have contact information where you can reach the artist if you want to ask them to submit to the UE4 Market.

Partner or Hire: In all honesty, your best option is to partner with artists or hire some. There are many people looking to collaborate on games, and modern 3D games are really tough for a single person to do alone. There are also a lot of artists who post LFW (looking for work) posts in the forums and many of them have excellent portfolios and reasonable rates.

I’m sure there are other options that other people will chime in with but, frankly, most stock options for humans look like stock options, so they’re not an option that we use except for strictly in-house prototyping.

P.S. Whoah, the forum’s auto-censoring makes me look pretty foul-mouth. The censored word was carp, but with the a and r reversed, not something most people would consider a profanity. :frowning:

Here you can also find some free characters: ://www.blendswap/ :slight_smile:

Thanks for ideas.

I have heard about MakeHuman and I was already considering it, watching some videos how to import MakeHuman models into Blender and then get them to UE4. The problem with most tutorials is that they are more like “proof of concept” and do not provide information what to do next and what problems I might encounter later after using techniques described in the tutorial.

I have seen many forum threads here and also for other game engines, which go like this: “I spent a day or more creating a model and importing it into the engine, as described in that tutorial. At first it seemed fine, but then I started having weird issues”. And then there are answers: “Well, that particular tutorial was ****, you should look there and there instead.” or “Well, the approach in this tutorial is not appropriate for game engines”. Oh, man, I have to do it all over again and hope for the best. But I guess that’s the nature of the Internet, it needs lots of filtering and professional experience to be able to find good stuff and ignore everything else.

Mixamo Fuse looks great, thanks, I somehow missed it. Pricing is, well, adequate, if it would work “out of the box”, although I hoped for something less expensive. In my case, I’m not afraid of my models looking stock - I have more a simulation than a game, so the main concern is to have good quality and well optimized models to get things done fast.

I agree that UE4 is relatively new (if we forget UDK, because lots of important things have changed in UE4) and I hope that some day we’ll have some high quality or maybe even “official” models with step by step instructions to tweak them (hopefully, in Blender, not just in Maya) and import them into UE4.

When you have issues with something, dont hesitate to post a question into the forum -> you will surely get help :slight_smile:

Fuse is realy easy to use and wait for the Steam winter sale you might get a good discount. With the new download type it got even more easier to integrate them into ue4

Just got this via mail today. But even without it, it was and is realy easy to integrate fuse chars into UE4.
://blog.mixamo/now-you-can-download-mixamo-animations-optimized-for-ue4?hsCtaTracking=85fe381d-3561-473f-bd08-9550fcfc55d6|ce0d91bb-fcb6-4a24-a6b7-3664f6ce72bd&utm_campaign=1412%20UE4%20Download&_hsenc=p2ANqtz-8R8mzKjb1BQPfqapkLxSdULliRYnyLrRc05lTgdsAgbqIE3xaZtf3N2Fh1UMDqdXEeMGpx6Civlv-ezbDhCtVI2ZVdqQ&utm_content=15159381&utm_source=hs_email&utm_medium=email&_hsmi=15159381

best regards,
Isa

Give it a year.

At the moment UE4 is get out what we need mode and is going to take time to get around to giving us what we want mode.

There are signs that these kinds of assets are being worked on and no point in putting out stuff until the structure is is place. Facial animations is not a small task with out a detached layer in place just for that purpose.

As for the Genesis Daz Studio solution of all the character design packages it is by far the best solution as to the need for a procedural character design tool goes and if you amortize the costs as compared to subscription based resources it is one that could be used for years to come.

Our team is considering committing full inclusion into our project, which is not an easy decision to make, but the upside is Daz Studio is “free” to use and you only have to commit to the license fee if you decided to make use of the product that does not require an up front commitment of development dollars.

As far as licensing goes this fits well with in the Epic you make a game you give use 5% ides of licensing so any licensing fees can be deferred up to the day before release day and you know it’s a workable solution.

It’s not a “pay for the demo” solution but a fully functional package that you can work with as to discovery as to your needs.

Here is an in-game example of a Daz model in UE4 as a test.
v=ZvQ7Kn4A5zg

Here is a play blast I did with a bit of a polish to the materials.
v=c7AY6wEiWko

Still to come is an update that includes the new SSS shader material and at some point I’ll be animating it. (AKA borrow some of the fight scene animations ;))

So for sure if your looking for that nextGen look Daz Studio is an option even though some prep work is needed.

Oh, DAZ Studio looks really great. I remember I played with it many years ago, but then it didn’t feel like a serious tool. And I myself also wasn’t serous enough :smiley:

As I understand, the main benefit from DAZ Studio is that I can create multiple body shapes and UE4 will be able to morph between them creating multitude of different pedestrians for my sandbox city, maybe even using randomizer to spawn a normal looking human character just by picking random values from my UE blueprint.

The only concern is facial hair and clothing - how to pick and control them by morphing parameters. And colors of clothes - can I control them out-of-the-box after importing DAZ character into UE4, or I’ll need custom textures and blueprint logic for materials?

Also, it’s not clear how will these morphs work with LODs, but I’ll try and see.

The only confusing thing is DS licensing. As I understand, I’ll need indie licence ($500 for USA, but I’m in Europe, so not sure how it will turn out), but then there are also some plugins which would be necessary - Decimator, morphs, what else…

But it seems, there are no alternatives to achieve the same flexibility. At least, I haven’t seen anything like this yet, but I’m not experienced enough. If DS will help me to populate the world with multitude of characters with the least effort, compared to other solutions, then it will be great.

Ok, enough talking from me, I’m downloading DS now :slight_smile:

The DAZ models are very nice and very nicely rigged, there’s no doubt about that, and they look really good brought into UE4. You’ll get no argument there.

The licensing fee is not unreasonable (last time I checked, it was $500/$2500 depending on company size), but it’s still a lot of money for many indie shops who are the most likely to not have dedicated modelers.

The models are also fairly high-poly though (V4/M4 are very high, the Genesis/Genesis2 models are a little more reasonable, but still at the high-end of the range used for cinematic models). Throwing one DAZ model in to a small scene on a machine capable of doing UE4 development isn’t the same having a few dozen rigged characters running around a large world, especially if your game is going to target lower-end computers, older-gen consoles, or mobile devices.

Yes, DAZStudio has a decimation tool, and it works decently well for LODs, but when you start decimating down to more typical game-resolution models, they can start to look bad. Re-topoing by hand or using ZRemesher in ZBush can get you a better result, but it’s a fair bit of work.

Keep in mind that the licensing fee “only” applies if and only if you decide to use their products in your game as a deliverable product so if you plan on making a profit the licensing is very reasonable for what you get. Yes the licensing can be confusing but the kind of licensing is scaled to what you use as to their total asset catalog which if you window shop their store is rather extensive.

At the moment the Genesis model comes in at 45k which is just on the edge of game ready limits but a lot of that is in high detail teeth, hands, and feet and each of these elements can be excluded during the export by telling the FBX export to only save the selection.

The other feature is the geometry contains about 35 unique material id’s so I’m not sure how that would effect performance as to draw calls but this may or may not be of benefit as to masking materials.

The licensing though to use it for testing purposes as to new feature additions included or coming out for UE4 or for rendering visuals is free as in Daz Studio is free so the only real cost is the time and effort to download it and take the time to check it over.

By the way the new SSS shader… WOW just this side of crossing over the Uncanny Valley.

For those interested here is an sneak peek of a side project I’m working on to test limits.

It’s very much a work in progress but the goal is to achieve a photo realistic character that acts as well as talk in UE4 and I just added the new SSS material with some just make it work textures.

This is not the Genesis model, Stephanie I believe, and as a test bed weights in at about 350k so ideal for testing loads.

v=lp2jZRL4gNo

Keep in mind that YouTube so called HD is VHS quality at best.

Thanks, , for showing your work and video tutorials.

Now the only thing I miss would be to figure out the most painless workflow to get low-poly versions of DS characters (preferably not naked :D) walking around my simulation, and then how to spawn them with random body weights, ages and clothing at runtime. I’m a coder, not an artist, and currently my simulation is just a hobby, but I have some plans for it and it would be great to be able to demonstrate something pleasant and usable.

I’m not targeting mobile devices, so I don’t need the best optimization, but still I’d like to figure out how to deal with LODs, so I don’t need to return to it later. And I really hope to use Blender instead of 3DS . I have more experience with 3DS , but my education years are gone together with my free Autodesk license, so I have no other choice. I just hope I won’t have to use Blender too much, but I’m ready for it.

Well Daz3d did take a stab at game ready player models but never really took off as the fee covered the game use of an asset based off some of the parametric models they sell. They seem to have disappeared and have been replaced with the scaling licensing system.

As far as I can tell Daz3d is interested in providing their products to the gaming world as they do to thous involved in visual reproduction. Trust me DS is not just a toy for making bigger boobies <if that words gets through> and the DLC market is HUGE by compassion to any other market place.

As to usability Daz3d and DS should be on your must watch list as they do things fast and from time to time offer free software that supports their DLC market place and once they find out just how easy it is to get a DS model into Unreal 4 I believe we will see some action in this area.

As a coder who may need to have access to a “functional” asset this is good news as the rigging is the same for all their products with in the Genesis catalog so for sandboxing you only need to import the base model, which is allowed as long as you don’t redistribute, and then any additional imports can work with the same rig.

If interested in this option it might be a good idea to hang out at the DS forums as with out limits I bet it’s just a matter of time before that community switches and makes use of UE4.