-Maila is a highly detailed and fully rigged character ready to look great in unity 5.
-She has 10 animations -The model has great details like eyelashes or inside the mouth with facial animation.
-The model includes textures diffuse, specular, and normal maps for the hair, head, body, clothes and sword of 2048x2048 and 1024x1024.
-Also it includes variants of textures and interchangeable parts to customize the character as you like.
-The Base model has 24,692 triangles
-the clothes 8,820
-the sword 1,010
Nice work so far, what clothing she has looks really nice and the texture work is very effective. I would like to throw out a suggestion - perhaps she could be a little more usable if you included an option for turning on some kind of pants, even if they are just short leather booty pants, it would be better than having her run around with her lady parts exposed the way they are now. It looks a little strange. Good luck and nice work!
Nice quality character.
Is the character setup with a proper humanoid compatible avatar for additional animation retargeting?
Please consider a couple more updates for this character.
The walk animation is out of balance - it looks like her upper body from the hips up are too upright and should be leaning slightly more forward.
I think to make this character complete - for current Unity 5 developers the textures should be updated to PBR textures.
I’m currently performing this update on several characters. If your not familiar with the differences between legacy textures and PBR, allegorithmic and marmoset have some very helpful PBR learning documentation.
Unfortunately the model does not use Mecanim, later possibly make a version that I use, but unfortunately the price of the model will be higher.
Thank you very much for considerations about animations, for future updates’ll fix it.
The model uses materials PBR, perhaps can appreciate it better in the marmoset viewer:
Fantastic work. Any chance you would start some customizable character sets for male and female, switchable hair, colors, ears(think about elves) clothing/armor, beards(for men ^^) and the like ? If this would happen it’ll be really fantastic in such a quality.
Personally I don’t mind animations as long the model can be rigged with Unity Humanoid Rig without problem. And if that’s the case it’s possible to use plenty of mecanim ready animations on it either already existing.
I feel you can become the equivalent in character art for what Manufaktura and others are for Environment art if you could make this happen. Just look at what Fuse and UMA do and think what this would look like with your quality.
Thank you so much!, surely i makes more models but first i want to see how this model works economically.
If it sells well of course i make a variety of models with interchangeable skins!
Yes, the cloth has bones and animation and you´re right, it´s done in 3DS max
I’m sure a customizable set would sell way better than fixed characters if done properly. Just think about you have many more options for the character itself and put clothing packs as different sets for your male and female characters. So people can buy and have a base like in Fuse and then decide which clothing they attach to it like Medieval, Sci-Fi, Modern, Pirate or whatever.
This at least would make most sense I think as some people do modern games, others medieval and so on and having the cloth separate from the characters can allow cheaper pricing and therefor more buyers. Same goes for animations. Of course it’s always great to have animations included in a model and I guess most people will expect enough to have a good base. Even I would ask for more animations if they’re really great looking of course. But right now it would propably be difficult for you to get as much animations done as already out there and for same price. And if we look what’s there you can find Kubold, PropsAnimations and so on. So I would take a look at those and make sure your models are compatible with their animations without problem which I guess they are.
However I’ve been waiting for years already and no one does offer such a quality for customizable characters. Only Fuse and UMA available but they both need much more clothing options and I personally think your character looks great as I prefer more realistic style. Just need all those leather and chainmail and sci-fi, modern and so on outfits. (I personally need fantasy/medieval stuff first ^^)
Also do you offer custom work too ? If so please send some price infos to me via pm and using this character as some example. Always good to know for later if possible to get more special stuff done too. And if this don’t pay out enough maybe some custom work done is still possible.
Some last question and idea. As not being an artist Iam not even sure this works for animated models too but I think why not. Would Lod Levels maybe work on characters too ? So if you create such a whole customizable set which people could use for their townspeople and other stuff, different lod levels might be smart for saving performance.
Well I hope this pays out and we get many more to see. Already thinking about buying to support, but I really more need those customization options as it won’t make sense for me to mix up different looking models from different artists. For monsters this is ok mostly as they are really different from each other but for humans it would be best if their skin looks same kind of realistic and such. Just can’t mix realistic with semi-realistic with more comic like and so on. And that’s the disadvantage if you don’t really have customization options. Always limited to only use that single model with that clothing and so on.
Well if you like discussion and need ideas for a whole system don’t mind to write a pm. I’m happy to share as many ideas I can, to finally see really good character customization options available.
Ah and also to mention. For clothing you could ready up some kind of invisible mount points on the models. So if people buy a clothing pack they can just add it to the correct mount point and reset position and it fits. Just an idea.
Hey - really consider what ivendar was saying. Very nice model - and if you really want it to sell it needs to be setup to work with mecanim humanoid so it can receive additional animations AND if you really want it to sell more setting it up to work with UMA would bring in even more sales.
You may need to performs some lengthy research to work it out - but I think it would be very beneficial in the long run.
We recently had a discussion about UMA characters not having the quality a leading player character should have. I don’t want to rehash that debate, but this character is of high quality and would totally make UMA a viable option for leading player characters - if it was setup to work with UMA.
Your character is great looking but - one of the negative points is it can’t have more than the 10 animations you provided. If setting up for humanoid mecanim I’d wager your sales would increase by a lots.
imo The only reason a human character should not be setup for the humanoid rig is if it’s bone structure is not feasible to match the humanoid rig.
Ok I’ve bought the character too for supporting more to come.
Also it does work with mecanim animations. My character can now play any animations like the other characters can do. You just have to select it and let Unity create humanoid character rig from model. But what is some kind of confusing is that the naming looks different than those for Mixamo characters do for example. Just see attached screenshot what I talk about. It’s much more to click to select same point of the model and also the hand is not located at the models hand. I’m sure this can be fixed even by customer if taking bit more time than I did which was just some minutes. However it would be great if you can take a look at some of the other models to compare it and offer a similar skeleton. Would make life of many of us easier. Last to say. She is bit smaller than 2m, around 1,8m and I have not found a T-Pose yet which I just might have missed, however Unity rig looks fine, all bones green no errors and the skeleton looks good there too. Not sure if I just have overlooked something as I’m just a hobbyist, so if someone more skilled want to take another look, not wrong I guess. And of course we could rescale her ourself, but why not keep all characters about the same size. It’s no big deal and saves that little time everytime you use it in a project.
Also I think it’s best to not focus UMA only. So if you want to offer for UMA too, perhaps offer two versions, one compatible and one without, so people have a choice how to use. I personally was more focussed on Fuse than UMA for example, but a character customization version without all those third party stuff would be even better I think. Or just do for everything and get most sales out of a model perhaps. Who knows.
I am very happy because I see that my model is well received and I really appreciate all your comments.
I´m working now in the next update, in this update she have several sets of clothes.
I accept commissioned work, if you will write to me telling alkalor@gmail.com what they want and talk about prices.
Unfortunately I am not familiar with the system mecanim but I see very interesting, I will try to adapt to this system in the next update.
Thank you very much for your contribution, as I have told you I will try to adapt to mecanim system.
About the size, it measures 1’80m, a logical height for a woman but is easily scalable and it still works well.
Thanks. Looking forward to next releases. Also send you a mail, including some rough first infos about mecanim but it’s propably best to get some more infos from other artists using it. Yeah 1,80m propably makes sense, just mentioned it cause 2m seemed to be used as some standard by some people. At least I thought it is.
About changeable clothing for the characters, what about using invisible slots where people can drag clothing to as a child object and reset the position to make it attached correct. Or maybe there’s another better way. Just thinking about once you reach 100 or more different clothing and accessoire pieces it doesn’t make sense to have those on the character, especially if clothing keeps to get updated with new stuff and you always have to change the character model.
Same for hairstyles and the like. Well looking forward and hoping for customization options. Thanks again.
Many people put 2m to round and make it more simple, but easily can be scaled to the desired height.
Thanks for your mail, I answered it.
To make interchangeable parts the right thing is to make a character with all parts and then eliminate those you do not want.
In future updates I will include more parties to Maila, soon I will show progress.
Hmhm. That’s the question. There’s very well people out there who say it’s better to have the clothing separated and if we look at Fuse or UMA the clothing is not part of the characters, too. If ever offering sets for later use this also would make more sense to not have it on the character. Well. I will just watch and see what you plan to do. Maybe ask people if they would love to see customizable characters or not. If there would be two artists with your skill creating characters for us I for myself would for sure choose the one offering the customizable version.
I’m sure it’s better to have many kinds of clothes and do those things very customizable but only the big teams like Mixamo can do and the customization to get good quality need need a team.
There is a team at your disposal - all the artists creating content for UMA characters.
Setup this character to be UMA compatiable and all the clothing assets available for the UMA characters will be instantly available for this character.
Just a suggestion.
Any dedicated UMA user available to explain the benefits of UMA better than I can? @Teila