Vit3D Character(s) for Unity

Hi All :slight_smile:

I’m new in Unity, long time I create content for Reallusion iClone. Unity 5 has excellent visualization features and I decided to re-build some of my characters for Unity.
The pack with first character practically ready for publication (I just need to “polish” documentation), so I decided to post some sort of “preview” here.

Here short pack description (as it will be) and some demo pictures –

GRML SF1 Greg is a character with bone-based facial animation oriented on use as Third Person in games and videos which required high resolution and close look. It used standard PBS materials and textures (Color, Metallic, Smoothness, Normal Bump, Occlusion) with 2K resolution. Normal Bump maps have micro-surface details for more natural skin and clothes look.
Mesh resolution - 14219 Vertices, 27708 Triangular Faces.

Pack included pre-sets for facial animation:

  • Viseme (with tongue animation) for speech visualization (15);
  • Blinking cycles (0.3 to 5 sec durations);
  • Expression examples (12).
    Because character’s facial animation is bone-based, You can easy construct unlimited number of custom facial expressions in any 3D editing application.

Character is compatible with Mecanim Humanoid Rig and You can use any standard motions, but, in addition, this pack also included basic motions clips specially created for this character – Idle, Crouch, Walk, Run, Jog, Jump and pistol operations (77 animation clips).

The pack also included:

  • Sci-Fi Pistol model;
  • Avatar animation masks for layered animation;
  • Examples;
  • Documentation.

Facial animation, Expressions

Facial animation, Viseme

As I told, it’ll be my first publication for Unity and any feedback (questions, comments, advises…) will be very helpful for me.
I will try to finish all preparations and publish this content up to the end of next week…

P.S. If You wish to take a look at my works for iClone:
http://city.reallusion.com/store/Vit3D

and some “technical” videos - http://www.youtube.com/user/Vit3Design

Cheers :slight_smile:
Vit

You might want to add the number of bones in the rig.

Hi rosor,
What do You mean ? Facial bones? Additional bones for body?
This character has 32 facial bones and some additional bones for weapon and fine ground contact processing.
Also it has twist (roll) bones in legs and arms and they animated in motions included in the pack , but character looks fine in motions even if You will not use them (will use standard Humanoid motions).
So please explain what You mean?

P.S. Although character has some additional bones, the rig completely fit to “4 bones” Unity limit.

I just meant you might just need to mention how many bones the rig has. So looking at it with what you say the rig might be around 90 bones. about 56 for the body + 32 for the face + some others for the gun.
Just tell that in the description of your product. Same for the gun, just mention if it’s a skinned mesh renderer or if it’s an object composed of multiple animated object etc… its polycount and bones in the rig (if any)
If you can do it, adding a web player can be a good selling point as well since potential customer can look at your creation in real time and see how it’ll look like in unity.

1 Like

Many, many thanks for recommendation, rosor!!!
I will and skeleton specification in description. Unfortunately I have no idea how to add web player, but will try to found out :slight_smile:

Hi All,

Just would like to inform that the pack is ready for submission and hope that soon it’ll be available in the store.
If You are interested in this product You can download and read detailed character specification (the same as in pack) attached to this post to be sure that content included in the pack fit to Your needs.

Cheers :),
Vit

2223754–148063–GRML_SF1_Greg_ReadMe.zip (4.38 KB)

Hi All,

Would like to inform than this pack have been published :)!
In the Unity Assets Store it titled as “Sci-Fi Male Scout”.
Here the link:

Hope that You will find this pack useful.

Cheers,
Vit

Any intention of also releasing the female variant?

Hi Dark Muppeteer,

Female iClone version of this character is already exists -
http://city.reallusion.com/ContentPreview.aspx?i=JICb2d2e4372cf3a3bb1
And, Yes, to transfer it to Unity is in my plans. :wink:

Currently I’m working at “polishing” iClone-to-Unity transfer pipeline of my characters and male skeleton base is the first step. First of all I concentrate on implementing “modular” system which allows to construct characters from separate parts (body parts, cloth, hair etc.) like in iClone.
Hope that soon I will publish several male packs based on this method (they practically finished) and then “move” to female character.

Hi All,

I’d like to inform that finally I finished next “portion” of content for Unity and it will be not single pack, but 3 packs from new “GR Modular System”.
“Key component” of this system is GRConstruct editor script which allowed to construct character from parts – add new body and/or cloth parts to “base” character.
Of course “part” model must be rigged to skeleton with exactly the same structure as “base” skeleton.

But back to new packs…
First (“GRML_Base_Gregory”) and second (“GRML_Base_Timothy”) packs are character bases. Difference between them is in head shapes. Both “Gregory” and “Timothy” have bone-based facial animation and in packs You will find pre-defined clips for blinking, expressions and viseme (articulation).
Each pack included complete character model and separate body parts (14 models) with removed “invisible” polygons optimized for use with different cloth models.
Complete character model (nude) has 12621 vertices and 24956 triangular polygons.
Although GRML character are compatible with Mecanim Humanoid Rig (and already mapped for it), packs also included basic motions (idle, walk, run, crouch, jog) and hands gesture specially tuned for GRML skeleton. Also packs included – underwear models, pre-defined animation masks for layered animation (body + face for example), example scenes and documentation.

Third pack (“GRML_Casual_Cloth”) has NO BODY PARTS at all (cloth models only !) and to use it You should have one of GRML_Base… packs.
The pack included 11 cloth models and 41 prefabs with different fashions/colors:

  • Upper 5 (20 prefabs);
  • Lower 3 (12 prefabs);
  • Shoes 2 (6 prefabs);
  • Accessory 1 (3 prefabs).

All models in packs have GRML Skeleton:

  • Main bones - 52;
  • Twist bones - 8;
  • Facial bones - 32;
  • Weapon Dummy - 4 (optional);
  • Ground contact Dummy - 12 (optional).

Models in packs used Standard PBS materials and textures (Color, Metallic, Smoothness, Normal Bump, Occlusion) with upto 2K resolution. Normal Bump maps have micro-surface details for more natural skin and cloth look.

And at the end I’d like to show high-resolution versions of demo pictures which will be used in store.

GRML_Base_Gregory:






GRML_Base_Timothy :







Continued in the next thread…

GRML Casual Cloth :
Note: As I told before, this pack DOES NOT included body parts. On pictures cloth model shown in combination with body parts from GRML_Base_Timothy pack which will be available separately.







All contents practically finished (I just need to “polish” a bit), so I hope that soon they will be published.

Cheers :slight_smile:

Hi All,

In attach You can find Complete Documentation to these packs.

Cheers,

2326848–157063–GRML_Base_Gregory_Docs.zip (8.93 KB)
2326848–157064–GRML_Base_Timothy_Docs.zip (8.92 KB)
2326848–157065–GRML_Casual_Cloth_Docs.zip (6.81 KB)

Hi All,

Would like to inform that packs mentioned above now available in Asset Store:
GRML Base Gregory
GRML Base Timothy
GRML Casual Cloth

Hope that You will find this content useful :slight_smile:

And I’d like to say that I finished update for my first pack – “Sci-Fi Male Scout”.
It also will be compatible with “GRML Modular System” :

  • “GRML Sci-Fi Scout Outfit” will be published as separate pack and will be constructed the same way as “GRML Casual Cloth” (Outfit without character base);
  • New version of “Sci-Fi Male Scout” pack will be some sort of “bundle” with content from 2 packs – “GRML Base Gregory” + "GRML Sci-Fi Scout Outfit ".

Hope that such update will be more “flexible”. It will be submitted for publication very soon.

Cheers,
Vit

Hi All,

New version of “Sci-Fi Male Scout” pack and “GRML Sci-Fi Scout Outfit” pack have been submitted for publication.
Hope that soon these packs will be available in Asset Store.

As usual, in attach to this post You can find complete documentation for these packs.

Cheers,
Vit

2342923–158436–Sci-Fi Male Scout v1.1 Docs.zip (13.3 KB)
2342923–158437–GRML Sci-Fi Scout Outfit Docs.zip (8.64 KB)

Hi All,

Another close to publication addition to GRML series – male short hair.



These models rigged to GRML skeleton and can be added to character using GRML Modular System.
Model resolution – 4304 vertices (5086 triangular polygons).
I used custom modification of PBS Standard (Specular) shader for not solid semi-transparent support .
Textures resolution = 2K (Color+Transparency, Specular+Smoothness, Normal, AO)

Cheers,
Vit

Look great. I have one of these from the Reallusion content store, plus the female game ready model you released there. Nice to see they’re now available in Unity, always a pain to export them using the iClone pipeline. I’ve added all this stuff to the wishlist, hopefully I can pick them up soon. Fantastic models.

The interesting thing that to iClone 3D models comes from FBX or OBJ files. At least all my assets in their store. I gave them FBX files. But then people use iClon converter to convert assets from iClon to FBX and OBJ back again. Pretty strange. :slight_smile:

It’s not strange at all. Fully aware the models are FBX or OBJ as one can look at the content packs. Basically with iClone one has to buy an export licence and export them via the iClone pipeline software which is pretty expensive software. That’s the agreement, but one has to understand the context. Reallusion provided the best lip syncing and cutscene software for small AA companies for a long time, much better than poser or Daz3D and it was by far the cheapest method of doing it, and one doesn’t need to be an animator as one can buy motion packs to speed things up, and in a lot of cases that still holds true. Reallusion has been around for a long time, it’s still good value compared with Face FX or Mixamo etc. as it’s a one off payment not subscription If you buy a model with export licence you basically are supposed to extract it through their software, I assume they don’t really care just so long as one has bought the license and has the correct software to allow extraction.

Thank you for explanation, sicga123. Nice to know.

Sicga123 and mr_Necturus, many thanks for comments!

Think I must explain one important thing – models in these packs for Unity ARE NOT my models from PR5 series exported using iClone 3DXchange application.

iClone standard character have very complex and specific skeleton (so called G5 type) with a lot of special controllers which work inside iClone only. As You know FBX format has no support for special controllers and if You export iClone standard character in FBX (using 3DXchange) it will lost some important features and can has skin deformation issues in motions. And this is the main reason why I do not add export license to my characters from PR5 series; because I think it’s incorrect if customers will pay extra money (for license) and got half-functional products.

My characters for Unity just looks like models from PR5 series for iClone, but in fact they are absolutely different models – they have different skeleton which can work without special bone controllers, optimized mesh with less poly counter and, of course, I have to re-build textures for PBS Unity shaders.

And remark about my GR Modular System – it also is not the same as standard character modular system in iClone.
iClone modular system allows to have only 5 character parts (Upper, Lower, Hands, Feet and Head) and to works correctly meshes for parts must fit some special requirements.
GR Modular System has no restriction on parts construction and You can add as many body/cloth parts in construction process as You need. The only requirement – all parts must be rigged to identical skeleton.

Hope that this technical details will be helpful for better understand.

Cheers,
Vit