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WYSIWYG character customization system for Unreal Engine

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    [SUBMITTED] WYSIWYG character customization system for Unreal Engine

    Very simple to use customization system for many purposes (from whole characters to accessories)

    Morphing stuffs:
    -new


    Cosmetics stuffs:


    Technical Details:
    - UE mannequin compatible model
    - Model is about 7000 tris
    - All code is in bluerints
    - Skin, eyes and cosmetics customization
    - Very simple integration workflow
    - No blendshapes - only bones deformations are used
    - Moving/scaling modes (fully ajustable - for every bone you can adjust translation/scaling limits, scaling mode - uniform or not, cursor speed to reach max/min values)
    - Can be used for absolutely different kinds of models(from weapon to aliens)for example

    Probable price:
    150 $



    Platforms tested:
    Windows
    Last edited by newfych; 05-02-2017, 11:43 PM. Reason: Video update

    #2
    The presentation video does not say much now except that one can make ugly grimaces with it, will there be integration and example tutorials?

    Scale armor parts and cloth withhin?

    Future plans?

    I think the price is not justified by the content, but its really nice imho.
    Meshabyte @ CGTrader

    Comment


      #3
      Originally posted by newfych View Post
      Very simple to use customization system for many purposes (from whole characters to accessories)

      Morphing stuffs:



      Cosmetics stuffs:


      Technical Details:
      - UE mannequin compatible model
      - Model is about 7000 tris
      - All code is in bluerints
      - Very simple integration workflow
      - Can be used for absolutely different kinds of models(from weapon to aliens)for example

      Probable price:
      150 $



      Platforms tested:
      Windows
      What other features are included? Also, what is the eta?

      Comment


        #4
        Hi! I just add another video to first post, wich shows more features of my system. I'm absolutely agree with you about tutorial - from scratch to finish - I'll publish it as soon, as possible. Since whole model uses only bones deformations- so any cloth parts will be supported. Bikini is separated model - but it moves simultaneously, as you can see... In future plans - make hairs pack with shape/color customization features. Male model may be...

        As for eta - stuff already done, I am going to send it to Epics in several days for testing.

        How does much it cost (how much you ready to pay for it) - question for potential customers?
        Last edited by newfych; 04-20-2017, 09:43 AM.

        Comment


          #5
          Originally posted by newfych View Post
          Very simple to use customization system for many purposes (from whole characters to accessories)

          ....

          Probable price:
          150 $



          Platforms tested:
          Windows

          "Problable price $ 150!"

          Oh Nooooo !!! :/

          Very expensive!!!. If you are to sell 100 will be 15000 in gross revenue.


          I'm a poor kid.
          lunybunny.com
          lunybunny.com

          Comment


            #6
            So, I'll think of lower price. Any other suggestions?

            Comment


              #7
              Honestly with the value you are getting with this pack, $150 is absolutely fantastic, I wouldn't drop that. We get a lot of requests for us to give our packs away for $10 or less, because $2000+ worth of content for $24.99 - $34.99 isn't good enough, and we have to stand our ground because the worst thing for the Unreal Market and for us is for everyone to race to the bottom. At that point we were the Unity marketplace, flooded with low quality **** and no one makes anymore, which means no one is investing money to produce new high quality content.
              Ironbelly Studios- Your External UE4 Development Partner: AAA Quality Services at Indie Prices
              Request a quote today:
              https://ironbellystudios.com
              Follow us on Facebook: www.facebook.com/ironbellystudios

              Comment


                #8
                Originally posted by Ironbelly View Post
                Honestly with the value you are getting with this pack, $150 is absolutely fantastic, I wouldn't drop that. We get a lot of requests for us to give our packs away for $10 or less, because $2000+ worth of content for $24.99 - $34.99 isn't good enough, and we have to stand our ground because the worst thing for the Unreal Market and for us is for everyone to race to the bottom. At that point we were the Unity marketplace, flooded with low quality **** and no one makes anymore, which means no one is investing money to produce new high quality content.
                I agree 100%.
                Sorry if $150 is too much, they have places that pay you money every week! Its crazy. Supporting your own product by investing in it maybe a crazy idea, but, if you wont, no one else will.

                Anyways - like Ryan said, stand your ground. Who cares if you sell 100 or 10 million copies? They aint got shizz to say about it. Dont lower your worth because someone cant afford $150 for DAYS of time saving work
                Founder and CEO of Angry Penguin Studio, LLC
                Dallas, TX USA
                https://www.facebook.com/AngryPenguinStudios

                Comment


                  #9
                  It is just a simple math, but without any other opinions, I can't calculate mine... For me it doesn't matter , sell one copy for 1000, or 100 for 10 (more supporting questions only)... But there is a happy medium, I think

                  Comment


                    #10
                    I don't think $150 is expensive.
                    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                    Comment


                      #11
                      So, truth is closer and closer)

                      Comment


                        #12
                        I also dont think that 150$ is a lot. And I am interested in this, but the current system is not yet at the quality that I would be willing to buy.

                        No matter how great your customizations are, your base mesh isnt something I would put into my project. And since you dont seem to want to create qualitative skeletal meshes, I must ask you: How easy would it be to use my own skeletal mesh? Is it as easy as: buy a character from the marketplace and plug-in-and-play? Or do I have to set it up in a 3D modelling tool prior to use with your plugin?
                        Because if I have to touch any external software at all to get your plugin to produce some good quality stuff, then its a failed product from my point of view. I dont know how other people see it, but if I would have to set up morph targets or whatever for a skeletal mesh in order to customize it with your system, your plugin is nothing more than a customization interface. And in that case, 150$ would be too much for me.

                        And on another note: Is it possible to save a character created by your tool to hard disk and theoretically even load it at editor-time?

                        But this asset looks very promising, so I hope you will shape it up some more. A male mesh would be welcome as well, since its customization would be a little different than the one for female characters (since males dont have breasts for example)

                        Comment


                          #13
                          So, what do you mean under qualitative skeletal meshes - meshes with 60k tris or meshes with 8k textures size? It depends.. Say, you making game for mobile platforms, or for top gamers configs, how many characters can be placed at one time on the map, how complex they are, what kind of cloth/hairs they are have (classic bones, APEX, nVidia hair for example)... Weapon/armor complexity - and is only for characters, without particles, sounds etc. First idea of my stuff - fast prototyping, if you have three members in your team for example - one can work with GUI, other with code, last with modeling. System itself contains all three parts - GUI, code and model ready to use. It is not just customization interface, only two games, as I know have such system for now, and both are AAA as they say. Without third party tools it is very hard to make even tattoo to use in my stuff, but with them it takes several seconds. All body/head parts have their own models and physics assets to provide collision with mouse, but ultimate user don't want to know, how it works.. Adding options to change characters params(color, paintings etc) is as simplier as I can imagine - so, it is more develepmont stuff, than ready to go complete set to make game in seconds. There is some other products of such kind - iClone, Daz, Mixamo(free for now) at all.... As for saving - I use gameinstance for that, but it is not a big deal to save data to disc like in single player game, or to server, like MMO games do
                          Last edited by newfych; 04-21-2017, 01:50 AM.

                          Comment


                            #14
                            If you want to sell characters on Marketplace and have no angry buyers hunting you, you pretty much have to ship a 8 LOD rig to have everyone happy; that is like making 8 characters for each Character you actually sell + add now customization on top of that.
                            Bofere you notice people are also demanding specific changes and more and more free additions which take a lot of time to implement.

                            This is why I make character for myself and I don't sell them...
                            I would only think about selling Characters if I had like 2 months free to dedicate for that single character only, maybe not even in that case as well; and then after you put 2 months of hard work on it people will tell you "$150 cost too much, no thanks!"
                            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                            Comment


                              #15
                              It highly depends of rational thinking.. The character itself - is only the tip of iceberg. This stuff is not about character itself - more programming thing, pipeline, say so. In present time there are many solutions to make characters (I forgot about MakeHuman in previous post), but you must spend some time to make it working with UE. As for model - it has lightly less tris then Skyrim's models for example, but Skyrim is pretty popular game even now.
                              As for price - say you take 15$ everyday, but it is very doubtful to make such thing in ten days..
                              Last edited by newfych; 04-23-2017, 05:21 AM.

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