To my knowledge, no one was working on a customizable character generater when I started this project about a year and a half ago. Taking a look around now, there are several options in develpment. I have been generally quiet about mine, popping up now and again but no sustained updates. It’s been a tremendous amount of trial and error, iterations, and missteps on the path to get it to where it’s at now. There’s a laundry list of features and content and improvments and directions that I could take this, so I’m looking for feedback as to which things would be most looked for by other developers. Facial rig? More clothing, hair or skin options? Improvments on grahpical bugs that I haven’t noticed? What would be most useful to you as a developer?
I’m also looking for feedback on structuring the content for release. There is a lot of content mostly ready for release, I’m just not sure what the best way to organize it.
To expand on my predicament about arranging the content for release:
My plan is to release packages of content. In the webplayer, there are 3 packages put together, UltraModern Clothes, SciFi Medium Armor, and Peasants clothes. There is also the nude body, hair and heads. You can mix and match content from different .FBX files using Model Assistant but that would be another additional cost.
As it is now, I have included the nude body, hair and heads in each of the other three packages. However if you were to purchase multiple packages, you’d then have duplicate .fbx, textures and materials in your project and would likely want to clean them out. So my question is, would you rather be required to have an external tool to use the character designer, or have duplicate files in your project folder? Is there another solution I am not thinking of?
Give an option to change the face from an image, make the body obese or muscular, same with the height…face is most important, we should be able t add hair textures and is this free to try, can i be a beat tester ?
There are 6 face textures available in the demo. If you click on the materials button, and in the “Head” box, click the left texture button, there are 6 options, currently.
I’ll see if I can figure out a way to make that more intuitive.
And make sure the tris count is in our hands, like as we can chnaging muscles and all we know the count but it should not be more than 4000k [for mobiles] and may be 10k for PC…so u can categorize it in 2 ways
use some decal system to add dust,etc etc on the clothes
face texture on face
similarly for clothes.
Well please do count me in as your beta tester, if you have a slot. I am interested to work with you and use this asset, thanks
Hey, tzvier. I tied your free package. But it doesn’t work on my unity free 4.1.2.There are several compile error in the script.However, according to the demo, it is a great plugin.
Like Jessica said, more head options, like change eyes color, makeup, freckles, …
My question would be “Will it work with my custom models, textures, clothes ?”.
Eye color is “Color 2” on the head material. There are 6 different face textures currently, adding more would not be difficult.
Creating your own textures for the current models would be fairly easy. Any models you have currently could be used if they were set up to work with the custom rig. You may need alter the geometry in certain areas like the torso / breast area and repaint the weight maps. There are tools that can make that easier. Deriving new models from the ones currently used would probably be the easiest.
Thank you for the feedback. Making a quick video going through the different aspects of how ModelAssistant presents the texture and color options, a more intuitive interface, and a facial rig are on the top of my to do list.