Description
Brian
Brian is a character based off real scan data,
dressed in a scanned, photoreal clothing set,
optimized and rigged to the standardized Epic skeleton for
easy integration into the existing community
pipelines.
- Showcase video: https://www.youtube.com/watch?v=7j9jmg9oD-M
- Discord channel: https://discord.gg/TvBTbBd6
The character contains a facial blendshape based rig with
example mocapped animations and is derived from the very own
digital human/metahuman shader pipeline from Epic games, designed
to match the visual quality of other metahumans in
your scene.
We work hard on making our product useful for your productions,
if you have any suggestions that you feel would be useful for the
overall usability and scalability of our assets, do not hesitate to
reach out.
NOTE 1 : The character ships as a complete
project with its own custom settings to ensure proper optimization
and presentation for the buyer. All our characters get their
shaders from one folder – if you purchase more than one of our
characters, feel free to migrate it, the shaders should be plugged
in as they should independently on whether you decide to overwrite
anything or not during the migration process. When you do migrate
to your own project, be sure that you execute the following console
variable in your DefaultEngine.ini settings, otherwise grooms do
not follow head animation properly.
fx.Niagara.ForceLastTickGroup=1
NOTE 2 : You might notice the groom hair
shadows flickering/being somewhat lowres. To mitigate this, you can
use following console variables to upscale the computation of the
shadows, beware though, this, as of the current state of Unreal
Engine, has a considerable impact on performance.
r.HairStrands.Voxelization.Virtual.VoxelWorldSize
0.1
r.HairStrands.Voxelization.Raymarching.SteppingScale
1
NOTE 3 : The performance in the cinematic
preview level is largely influenced by the
lighting methods used, therefore it should not be
used to judge the performing levels of the character itself for
game use. For this you should use a map with conventional
lighting/post process techniques.