[FREE] o3n Male and Female UMA Races

Announcement: A new female race is available on Unity Asset Store, check it out [FREE] o3n UMA Race Jane & John

o3n Male and Female UMA Races. Available on Unity Asset Store!

Click here for WebGL demo.
Click here for Extended Races WebGL demo.

If you want to know the content available (or upcoming) for o3n Races check the patreon page here. Better yet become a patron and decide what’s next.

Version Details (1.30)

  • Updated all overlay only wardrobe items’ (with custom locations) textures to resize them to the same size as base recipes. (This is to prevent items like eyebrows from moving when the build setting is changed to certain environments like IOS)

This package contains custom male and female UMA races created from base UMA meshes with an aim to provide better morphing ability and better looks. UMA is required for this package to work. UMA Steering group made this possible by giving “the” character framework to Unity Community.

Special thanks to Isbit Games who let UMA community to use their content from First Person Lover package on UAS (Their packages are here | and here)

How do I get set up?

  • Please remember to add the o3n folder to UMA Global Library by selecting UMA → Global Library Window and dragging the o3n folder to the drop area in the window.
  • You can check the example scenes under o3n/o3nBaseUMARaces/Scenes/ for sample usage.
  • Race folders have Prefabs folders which contains prefabs that you can drag in to your UMA ready sceene (See example scene).

Media

5 Likes

Version History

1.30

  • Updated all overlay only wardrobe items’ (with custom locations) textures to resize them to the same size as base recipes. (This is to prevent items like eyebrows from moving when the build setting is changed to certain environments like IOS)

1.29

  • Updated female dna (changed legsSize DNA to legSize) so it matches the male

1.28

  • Fixed prefabs having the high-poly hand and head recipes (which distorts the character because LOD is on)

1.27

  • Updated DNA for UMA 2.8.1 (Min. Unity version is raised accordingly)
  • LOD Slots are now available in the base package
  • Skin tone is a DNA now
  • Muscle tone is a DNA now (Muscular wardrobe item is removed)

1.24

  • o3n Skin Shader outer rim shine effect reduced.

1.23

  • Removed o3n version of the Base UMA only donation hair from the package (the inclusion of it was a misunderstanding on my part)

1.22

  • Added new hairstyles from Base UMA package (military hair and a female hair)

1.21

  • Fixed an issue with o3n FFS Shader variant that makes the output of the render texture transparent when used with a solid color clear flag with alpha.

1.20

  • Changed hair UMA material. (Applied the material render queue fix that is not yet on UAS UMA version.)

1.19

  • Male armature improvements. (improvement involves a slight rotation of some bones, all content slots have been regenerated. If you created your own custom clothing you should rework those slots. IF YOU DON’T WANT TO ALTER YOUR CUSTOM WARDROBE ITEMS PLEASE DO NOT UPDATE TO THIS VERSION.)
  • All content packs for o3n Races have been updated per this version. Please remember to upgrade those too.

1.18

  • Female body and face improvements. (improvement involves a slight rotation of some bones, all content slots have been regenerated. If you created your own custom clothing you should rework those slots. IF YOU DON’T WANT TO ALTER YOUR CUSTOM WARDROBE ITEMS PLEASE DO NOT UPDATE TO THIS VERSION.)
  • All content packs for o3n Races have been updated per this version. Please remember to upgrade those too.

1.17

  • Fixed male race to have correct expression set.
  • Slightly changed the upper muscle DNA
  • Added two facial tattoo wardrobe recipe, one for male and one for female.

1.16

  • Fixed the twist script and added it to prefabs as default. There are twist bones at wrists, shoulders, feet and thigh. (When the twist recipe is on the avatar it should utilize the twist bones to prevent deformations caused by significant rotations.)

1.15

  • Added afro skin textures (thanks to cwmanley for creating the base for them)

1.14

  • Added support for upcoming LOD package

1.13

  • Fixed the skin weights for the ears. (Support for pointy ears. It should resolve the issue with elf and orc races)

1.12

  • Edited upper muscle DNA for better-looking shoulders.

1.11

  • Improved hand geometry and topology.
  • Slight changes to body topology.

1.10

  • Male and female child slider added

1.9

  • Skinning fix at chest area.

1.8

    • Small skinning fix at female knee back.
    • o3n Cloth material is now included to be used in cloth wardrobe items.

1.7

  • Added female ponytail hair.

1.6

  • FFS Variant SSS Skin shader with corresponding UMA material is added.
  • Updated textures to support the shader.

1.5

  • Unity 5.6.3 is required now per latest UMA update (2.7).
  • Added mesh hiding assets to female dress and female high heel shoes (advanced mesh hiding feature came with UMA 2.7)

1.4

  • Added support for some extended races on basic clothing pieces.

1.3

  • Fixed texture issue with female stockings.
  • Added support for some extended races on basic clothing pieces.

1.2

  • Fixed a skinning issue with the high poly hands (both male and female)
  • Added a 3rd bone on the ears so pointy ears are possible.

1.1

  • Added new wardrobe slot “Over Clothing”
  • Changed example wardrobe item "Hoodie"s slot to “Over Clothing”

1.0

  • Fixed thumbnails

0.94 Beta

  • Fixed trapezius bone skin weights

0.93 Beta

  • Fixed cheek DNA moving the opposite cheek in the wrong direction.

0.92 Beta

  • Reduced texture sizes to 2048 for some big files.
  • Improved textures (Albedo is now based on UMA base albedo).
  • Minimized the discrepencies between UMA Base UVs and o3n races’ UVs.
  • Mesh and skinning touch ups.

0.91 Beta

  • Textures reworked
  • Expressions added
  • Male muscular texture (wardrobe item) added

0.9 Beta (apparently something went wrong with this submission I had to resubmit the 0.91.)

  • Initial release
  • No expressions yet (will be added in the next version)
1 Like

Finally the review is over, it’s out!

3 Likes

I’m pasting my post on the UMA thread. ([click here to see the original post]( https://discussions.unity.com/t/523852 page-119#post-3288183)) It looks like I am not very successful explaining what these races are.

They are comparable on poly count. My package also has high poly head and hands (as base UMA does).

The mesh is crated from UMA Base so the UV’s are mostly compatible. (Might be slight discrepancies where seams are but mostly unnoticeable) This makes some of the overlay only wardrobe items usable on my races.

Other than that mesh shape is heavily altered to give the natural look. You’ll notice that especially male one is not as bulky as UMA base male.

Skeleton is also heavily altered/recreated to have better morphs. Also has twist bones not only in forearm like UMA base but forearm, shoulders, upper and lower leg. (I am working on scripts to get advantage of it out of the box)

The modles are skinned with a mindset to optimize morphs. Better morph effects are aimed by this. You’ll notice that upper / lower weight sliders are significantly more natural than base UMA.

I may have missed a few things, but you can check it out yourself on the WebGL demo ( http://static.o3n.org/demo/o3nmfuma2/index.html ).

4 Likes

Just so you know, I would be interested in using this, especially if I had a better idea of how this improves on the existing UMA. Do you have a WIP thread or blog post that I could refer to? I don’t want you to have to re-invent the wheel if you’ve already listed or described the specific improvements and compatibilities / incompatibilities.

I like the existing UMA model, but was thinking about possibly making some improvements of my own. I think that any art I would use I would be skinning to the (new) base model myself, so that’s not a drawback for me.

I don’t really have a comprehensive list of the improvements / changes. I should create one. It could take a while till I have time to do so.

I’d advise you o give it a go though. Demo scene included in the package has base UMA’s standing next to my races. You can use the sliders and compare the effects.

2 Likes

v.0.92 Beta is out. WebGL demo is updated with the new version. Check it out for the texture and mesh improvements. I believe it’s nearing for a 1.0 release. I don’t see any other change to models unless some flaw gets reported.

Hoping to get the 1.0 out as soon as UMA 2.7 is released to utilize the upcoming mesh hiding feature.

1 Like

Looking at the webgl demo, it seems like the neck/shoulder seam is not quite right. The body morphs for being overweight are definitely better than standard UMA, or at least what I tried looked more realistic. The low cheek and low cheek position aren’t working right, in that it seems to be moving from one side to the other instead of keeping symmetry between the sides.

In general, though … looking good! :slight_smile:

Could you post a screenshot about the neck issue describing the problem?

Low cheek problem effects the male model only it seems. Female looks ok. I’ll push a fix for this ASAP.

Submitted an update for the cheek issue.

The male neck has a visible overlay seam, and when the upper muscle slider is advanced, some strange things happen on the male right neck.


1 Like

I’ll check it out. But the morph at extreme values does funny things with normals (and with shadows). It’s an issue with base UMA too. I think UMA steering group was thinking about a way for recalculating normals. I don’t know if or when that will happen though. The lighting angle in the demo scene (which I shamelessly copied from UMA DNA scene for it’s wardrobe change interface) is also making that more apparent.

But I’ll chek to see if I can improve it in any way. Thanks for the feedback.

Well, it only happens on one side of the male neck, and I don’t see it under the same settings for the female. I haven’t tried all permutations, though. This was just something I stumbled upon while playing with it.

I submitted a fix for weird distortion of trapezius muscle with upper muscle dna.Updating the WebGL Demo right now.

1 Like

BTW, recalculating normals would be great. I know I don’t have to say that, because everybody knows it, but … :slight_smile:

1 Like

It’s been pointed out in the UMA slack channel. They are aware of it and want to do it in an efficient way I believe. It’s an UMA issue though as you might know.

Unfortunately I don’t know when UMA will be able to recalculate normals when a DNA value is changed. The good news is when UMA has it o3n Races will have it too :stuck_out_tongue:

To be clear, you mean the normal map, right? So like this?

https://www.youtube.com/watch?v=lRC9hi__nGg

1 Like

I think he is talking about recalculating normals when an extreme dna is applied, like fat at max.

1 Like

What’s the difficulty in that case? skinned meshes?

Yes, my understanding is that the more you deform a model from its original shape, the more distorted the normals get. If it’s just a fact of life then we live and design around it, but if it’s a relatively easy fix, then fixing it would be great.

Probably 40 pages back in the UMA thread, someone was complaining about how adjustments using the breast slider on female models rapidly created distortion. I suppose if you are using matte textures you can conceal it better, but reflective ones probably show the stretching pretty quick.

I don’t claim to be an expert on it at all. But IIRC Joen and others briefly discussed recalculating normals as a solution.