[FREE] o3n UMA Race Jane & John


The successor to o3n Male & Female UMA Race, Stunner Jane & John is on Unity Asset Store, here.
URP version of Jane & John is here.

Take a peek :slight_smile:

For the WebGL Demo Click here.
For the WebGL Demo of the URP Version Click here.

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It is out now! https://assetstore.unity.com/packages/3d/characters/o3n-uma-race-stunner-jane-175172

Check it out, it’s free!

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Very nice!

BTW, a common problem with character models is that the interior of the mouth looks like it is glowing. Way too much light gets inside.

Is there a simple fix? Or is it a complicated situation?

Oh, and can you give a quick tip / explanation as to how the detail normals help with mesh distortion issues?

  1. I’ll try to look into the inner mouth glowing and see what I can do. But the main reason is I believe the inner areas don’t get the right lighting because the shadow caster is the same mesh. I am not an expert on how Unity lighting works but that is my understanding. The workaround could be having more ambient occlusion that is shadowing inner mouth, basically by texture. But that is not dynamic, as in when the character opens its mouth inner mouth will still be dark.

  2. The details normals are used in this asset as a way to compensate for the normal distortion when bone changes drastically. This character’s morphs are all bone poses, no blendshapes. Meaning when you modified bone position, rotation and scale drastically, as the fat DNA; normally the vertices keep their normals. Causing the shadowing to look like as it is before the morph. Take a look at o3n Male and Female race (my previous UMA races) to see how belly looks flat from forward at highest upper weight value. This race has bound color DNA setup for each of drastic changes.

So for example there is the upper weight DNA on this character. There is a bone pose bound to it, scaling adjustment bones etc, to get the mesh look like a fat person.

But also there is a color DNA bound to upper weight. When you push the upper weight higher, this color DNA increases the alpha value of an overlay that has a “vertex change from regular to fat” normal map (that overlay is already on the body but not visible when this DNA is at default value). As a result when Upper weight in its full effect, the normals are also modified to look right.

There are many color DNA’s doing the same for most of the DNA sliders. Fat, muscle, belly, breast, pregnant, etc and almost all the face DNA is as such.

This might have been a little bit technical but I believe it should help you understand what the details normals do.

I appreciate you looking into the mouth issue. I’m trying to remember how I solved it in the past, but it was too long ago. I might have used a separate mesh, or maybe I made the mouth double sided?

On the normals, I’ll have to download the model and get a better idea of what’s going on. I think I understand the principle. You’re basically fading between two normals, one for each extreme of the body slider?

Yeah that is the idea but technically it is not fading between two normals.
The shader I am using has a detail normal map texture like the Standard Unity shader.
UMA combines the “detail” normal maps on that texture which is applied on top of the main normal map. So every one of those normal maps are combined. So it is not replacing the previous normal, it is combining itself on top of it.

For inner mouth thing, it’s possibe to use some post processing, namely Ambient Occusion (Screen space). Here is the settings I used and the result I got.

As I said before, another way to go is using an AO texture on inner mouth overlays. But don’t like the idea because it’s not dynamic. (For example, if you use expression player to stick the character’s tongue out it will still look like it is receiving shadow.

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I updated the inner mouth and teeth textures for AO. And submitted a new version. It should be available in a couple of days.

Thank you for the awesone asset!
But I have strange problem:


Why could this happen?

There could be 2 reasons for this kind of issue:

  1. Some normal maps are not marked as Normal maps. The normal map files in the package are set properly though it should not happen.

  2. There is an issue causing this kind of normal map issues when you edit a DNA value while the scene is running in the editor (Although when it happens to me it only affects detail normals, and the screenshot you provide looks like the main normal map is distorted). It is editor only, meaning if you build the game you will not have this. If this is the case, I am aware of the issue and trying to pinpoint what’s causing this. I suspect it is some editor code causing a glitch (and it will probably need a UMA package update, it’s not specific to this package). If this is the issue, if you click Body DNA button twice it should fix itself. If it is not fixing itself then probably that’s not this problem.

Does this happen randomly or can you replicate this by following some steps every time? If so could you provide the steps to reproduce please? (What is your build setting, PC / WebGL, IOS etc?)

I don’t build yet. Testing only editor. It happend every time, no matter how I edit the character.
I found that if I remove second normal texture from skin than this issue disappear. But skin become more pixelate.

Normal map settings are correct.

Some news about this issue. It happens when I switch Build Target to android. When I switch to PC everything looks normal.
Perhaps it’s internal UMA issue.

umutozkan, does “Modern Clothing Pack for o3n Female” compatible with Stunner Jane race?
Also you need to add clothes count at description. Otherwise, it’s not clear if the asset contains only the clothes that are on the screenshots, or there is still some there :slight_smile:

They are not compatible. This is a completely new mesh and different UVs and different boneweights.

It seems like atlas detail normal shader (This is UMA shader for merging textures) is outputting a pink texture for Android. Apparently it is failing to merge the textures when build is android. I am trying to figure out what’s wrong.

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The atlas detail normal shader depends on grab pass to get previous state of normal map to apply current one on top of it. And as I understand Adroid have issues with grabpass :frowning:

I unfortunately have no solution for this now. I’ll contact UMA devs and try to figure out a way to get the shader work without grabpass.

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S

Switch the AtlasDetailNormalShader.shader with attached one and change the line 68 of UMAMaterial.cs as follows:

new Color(0.5f,0.5f,1,0.5f)

the ChannelBackground should look like this after change:

static Color[ ] ChannelBackground =
{
new Color(0,0,0,0),
Color.grey,
new Color(0,0,0,0),
new Color(0,0,0,0),
new Color(0,0,0,0),
new Color(0.5f,0.5f,1,0.5f)
};

This should fix the issue with the body for android. I’ll have a cleaner solution added to UMA. And I think detail normals on the clothing items don’t work for android. Those use standard shader’s detail normal channel, maybe that is not applied for android on that shader. I’ll also look into that.

6111179–665351–AtlasDetailNormalShader.shader (3.47 KB)

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It’s works, thank you very much!

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Do you plan to porting them to Race Jane or create new clothes?