ShaoLei
ShaoLei's Specs
ShaoLei 1 | (108.3k Tris) |
ShaoLei 2 | (90k Tris) |
ShaoLei 3 | (88.9k Tris) |
ShaoLei 4 | (86.5k Tris) |
ShaoLei 5 | (117.8k Tris) |
ShaoLei 5b | (128.6k Tris) |
ShaoLei 5c | (102.9k Tris) |
ShaoLei 6 | (98k Tris) |
ShaoLei 7 | (100.7k Tris) |
ShaoLei 8 | (82.2k Tris) |
ShaoLei 9 | (70.6k Tris) |
ShaoLei 10 | (78.5k Tris) |
Hair1 | (19.8k Tris) |
Hair2 | (21.5k Tris) |
Hair3 | (22.8k Tris) |
Hair4 | (16.4k Tris) |
Beret | (2.1K Tris) |
Facemask | (1.1K Tris) |
Onimask | (3.1K Tris) |
Gasmask_Square | (7.8K Tris) |
Gasmask_Round | (9.2K Tris) |
Balaclava | (2.6K Tris) |
Cowl | (12.7K Tris) |
Sports_Bra | (2K Tris) |
Sleeveless_Shirt | (4.2K Tris) |
Tech_Jacket | (9.9K Tris) |
Raglan | (10.3K Tris) |
Tactical_Top | (6.9K Tris) |
Tactical_Vest | (9.1K Tris) |
Big_Jacket | (17.5K Tris) |
Gloves | (5.9K Tris) |
Long_Gloves | (6.7K Tris) |
Elbow_Sleeves | (2.3K Tris) |
Belt_B | (5.9K Tris) |
Belt_A | (2.5K Tris) |
Tight_Pants | (3.5K Tris) |
Short_Pants | (6K Tris) |
Tactical_Pants | (11.1K Tris) |
Jacket_Skirt | (2.5K Tris) |
Holster | (6.8K Tris) |
Pouches_A | (2.6K Tris) |
Shin_Guard | (1.6K Tris) |
Boots | (10.4K Tris) |
Tall_Boots | (31.2K Tris) |
Rifle | (41.6K Tris) |
Pistol | (3.8K Tris) |
- Epic UE4 Mannequin Skeleton (No Additional Bones)
- Modular Jacket, Hair1, Hair2, Hair3 and Hair4 has additional bones for enhanced dynamic simulations using KawaiiPhysics or other compatible systems
- Clothing is setup for the hairs and enabled by default.
- Includes Modular Hairs with additional bones for enhanced dynamic simulations using KawaiiPhysics or other compatible systems
- Includes basic movement animations: Idle, Walk, Run, Jump_Start, Jump_Loop, and Jump Jump_End (retargeted from UE4 Mannequin animations).
- Additional demo idle animations retargeted from Paragon character Aurora and Echo are provided.
- Includes a smile-and-blink animation (
Anim_Shenya_Smile_Blink
) that can be applied additively in the Anim Graph. - Includes a few poses (T-Pose & A-Pose) for animation retargeting.
- Head has all Apple Blendshapes (refer to Apple’s ARKit) and can be used with the LiveLink plugin.
- Please note that currently, there is no blueprint setup for LiveLink, and the blendshapes have not been tested due to the lack of access to Apple device
- PBR (Physically Based Rendering) Metallic/Roughness Textures
- Normal Map Format: OpenGL (all Normals textures have Flip Green Channel)
- Basic Texture Set: Diffuse (T_***_D,) AO Roughness Metallic (T_***_ORM), Normal (T_***_N)
- Some mesh has RGB Texture (T_***_RGB) that are used in the material to adjust colors.
- T_***_ORM textures pack 3 channels: Ambient Occlusion in Red Channel, Roughness in Green Channel, and Metallic in Blue Channel
Texture Resolutions
- Body 4k, Head 2k, Eyes Eyeshadow 1k
- Hairs 4k
- Clothes Mostly 2k
- Rifle 4k
- Pistol 2k
Body
- Diffuse, Normal and Roughness textures.
Eyes
- Diffuse, Normal, Specular and Height (for ParallexOcclusion)
- Includes basic master materials (MA_Generic) and specialized variants for masking (
MA_Generic_Masked
), color adjustments (MA_Generic_Tint
), or both (MA_Generic_Tint_Masked
). - Skin material features parameters to modify fingernail and scalp color, add tattoos (using a mask), and adjust skin color, brightness, desaturation, roughness, and specular intensity.
- ShaoLei (this character) and Lia (my other character) share many of the same materials. Check out Lia Asset Overview for some demos on the materials.
Eyes
- Eye material includes parameters for adjusting eye color and cornea size.
- A Duo eye material allows each eye to have a different color.
- For cinematic quality, the showcase video uses the Metahuman eye shader. You can migrate the shader, apply it to Shenya’s eyes, and adjust the iris size for a similar look. More info about using Metahuman Eyes here.
- Eye shadow’s opacity can be adjusted.
Features
Morph Targets | Yes | ~55 Apple Blendshapes |
Full Body Under Clothes | Yes | |
Source Fbx | Included | You can find the source fbx files in the Source > Fbx folder |
Change Material Color | Yes | RGB Mask Textures are provided to make color changes |
Skeleton | Based on UE4 Mannequin | No Additional Bones |
Textures | PBR (Physically Based Rendering) | Metallic Roughness Workflow |
Animations | Only Demo Animations | Retargeted UE4 Mannequin Default Animations, a few of Paragon Animations and a few of Echo's Animation (for Demonstrations only) |
Asset Content
Additional Bones
For informations on dynamic meshes, please check out its section in the Characters Common Sections