Introducing a first of it’s kind, the Morph Character Pack, from Morph 3D!
Morph Character Packs have multiple outfits, accessories and (of course) morphs that allow for designing custom characters for your games. In other words, this one pack has hundreds of possible iterations to allow for effortless diversity and personalization.
Features Include:
• Custom Character Creation GUI
• 44 Head and Body Morphs
• 3 Fully Setup Prefabs
• 12k, 9k, 7.5k Base Mesh Poly Counts
• 8192 x 8192 Texture Maps
• PBR Materials and Textures
• 4 Swappable Hairs
• 4 Swappable Outfits
• 5 Swappable Weapons
• Fully Rigged and Setup for Mecanim
A Note From the Devs:
A big thanks to the many who have already downloaded the pack and given us feedback. Thus far, there have been a lot of questions about what exactly this pack is, how to use it but mostly about where we might be going with next with new packs, future updates, and new versions.
So, download the pack, give it a try, make as unique of a character as you can with it and let us know how it went or even how you wished it would have went.
This does look very good, but the workflow for content creation and sale is a major worry. There are great artists and creators within the Unity community. If they can create and sell content for the Morph system, it’ll go far and be very popular.
Awesome! Thanks for making a post… Hopefully you will get a lot more feedback here and avoid answering some of the same questions over and over again… heheh
First, thank you for the free pack! I’m looking forward to the next pack.
As others have said, I’m curious about how to add my own custom art to the models, and I’m curious about the business model for Morph 3D.
There may be a few bugs with the hair in this pack (v1.02b). Sometimes the Medium hair would render oddly for me (in addition to an alpha problem) under both deferred + linear and forward + gamma (U5.1), and the Bob hair has dark streaks in back under forward + gamma that are not present in deferred + linear.
Also, can you clarify the rights issue on the DAZ art? My assumption is that since you included it in the pack it is fine for us to use in our commercial games.
This was a question I presented to them in my first email because I was confused about their response in one of the reviews. I was told these are different from getting models on DAZ and they use the standard Unity Asset Store license. I was confused about the DAZ game license since these appear to be based off of Genesis/Genesis 2 originally. But I was told that the DAZ license doesn’t apply with the Morph3D content.
I think a lot of the community is anxious to hear more about the business model, any kind of planned roadmap for future packs, plans for user generated content/support for third party content developers, ability to extend the toolset with custom code (similar to how UMA opened up ability to create tools like UMAzing, UMA Elements, and other implementation/integration tools), and support for MMO type character systems with interchangeable clothing options.
Also, someone who played around with the pack indicated that it doesn’t have the level of morphing options that are presently available with UMA. Do you guys plan to extend morphing abilities further than what you have now? If so, any type of timeline?
With UMA we can also apply decals for things like tattoos, scars, dirt and grime, blood, etc. I know a lot of these type of decal packs are available for DAZ. Will they be available to use with Morph3D characters as well?
What about wings, horns, tails, and other non-human type features? I’m thinking things like lycanthorpes (werewolf/werecat/werebear) with tails, animal ears, and fur. Or faeries with wings. Or satyrs with horns. Are these types of things also going to be available?
First off - huge high five for offering another modular character creation tool for Unity. These tools/extensions really add value to this community and its a some what different approach than others have taken which is at the very least interesting.
I second Whippets concern regarding content creation.
If this eventually turns into a viable option for modular character creation - this artist hopes there is very little relation to any part of daz in this asset for Unity and no relation to daz regarding adding custom characters to this - as I find most daz content easily identifiable based off its odd ‘daz’ look.
These models do look nice - and it would be awesome if this was opened up for the community of artists to create additional characters - not using daz software.
I second @BackwoodsGaming about multiple skin overlays/decals allowing tattoos, blood, grime, etc; rigged non-human body parts wings, tails, animal ears; and more specific morphs.
Extra bones are a good idea too to allow bone-based jiggle.
It is fair to ask for clarity on this, because from time to time assets show up in the store that appear to be stolen assets and Unity doesn’t necessarily catch them until someone sees it in the store and complains about it.
So, half of the reason we decided to release these packs (yes, more are queued for release) is to learn what’s working, and what you all are looking for before we get too deep into our “master plan”. Or, in other words, there is much more development going on aside from these character packs.
So some specifics:
-Have we thought about decals? Yes, we’ve got some cool ideas cooking to for our material/texture/shader system.
-What about jiggle, have we considered it? As a matter of fact, yes. Dynamics, to us, seem like one of the best ways to increase the quality of one’s characters- rigid hair and outfits, just don’t look good. Here’s hoping our efforts here are worth sharing someday soon.
-Non-Human features ie wings, horns, tails, etc- any support for that? Certainly. In fact, the DAZ system has a solution for that and we’re evaluating whether to emulate theirs or build a different one from scratch.
Yeah, that’s our belief too. Just look at DAZ, for that matter, the majority of the content produced for DAZ Studio is created from outside artists from all around the world. We are confident that we’ll figure something out with Morph 3D that is as meaningful and successful as things are with the DAZ artist community.
Initially, you’ll see a lot of ports from DAZ to Morph but it is so important for so many reasons that we open this up to outside artists. For one, I suspect, that the game dev community will demand different types of content and styles than is currently available at DAZ. We are working on giving ya’ll something a bit more substantive in this regard, but please, bare with us.
How about facial emotes, lip-sync/ mouth shapes, and “dynamics” like blinking?
Also, how do we create more of these morphs, so that we can create other changes to body shape?
Really interested in what you’ve got to say at Unite Europe. Any way you can record it or point us towards a press release with all the goodies you’ve got to announce?
One problem with adding stuff from outside artists is that all the art must be contained within the same FBX or blend file. This is because Unity3D currently hides the blend shape data (for some unknown reason). This makes it impossible to merge models containing blend shapes together (you lose the blend shape data). The models need to be contained within the same object I believe to share the same animation skeleton. You could merge meshes into an object with blend shapes, and still retain the blend shapes for the original mesh, but all other meshes you merge in would lose their blend shapes (so you couldn’t stretch clothing to match the character). This makes it more complex for third party people to add stuff. You’d have to have some familiarity with Maya, Modo or Blender3D in order to merge the outside artist’s stuff into the Morph3D model.