Verification details of the FBX file
No N-gonsNo faceted geometryManifold geometry
PBR texturesNo embed texturesSquare texturesPower of 2 texture sizesAssigned materials
No UV overlapsUV unwrapped model
Description
Notice
Update_02 : June 24, 2023
- UE4 Mannequin Rigging: You can now share animations with UE4 Mannequin without retargeting. (The previous neck02 bone has been removed, while facial and breast bones remain intact.)
- The mesh of the eyes has been changed. (The excessive light reflection issue has been fixed in UE 5.2.)
- To facilitate the use of LiveLinkFace app, 52 morph targets are now supported, and the previous morph targets have been removed
- The mouth shape in the binding pose has been changed to a closed mouth expression.
Update_01 June 17, 2021 Unreal Engine version 4.20 assets were additionally packaged.
- 3DS_MAX
This model is made with 3DS MAX 2016. Suitable for render image cuts or game characters.
The model is made in real world scale. Unit used: cm
The height of the model is 175cm.
All material is prepared for the Vray renderer. The skin material uses advanced Vray skin.
This model comes with two Max files.
(1) Haena_IKFKsetup_2016_Max :
It is made of high quality V-Ray (V-ray 3.60) material.This file allows you to create and export animations in the 3DS MAX environment.It is set up with Max Bone, IK, FK and has controllers.
(2) Haena_maxbones_2016_Max :
It is made of high quality V-Ray (V-ray 3.60) material.This file is not IK, FK setup. This is useful for importing externally produced animations.
Geometry
- 1 character (Verts 60,000, Polys 52,000)
- Parts of character Body (head, arms verts 2,300 ~ 11,100 , Polys 2,300 ~ 9,400)
- 2 Hairs (Verts 15,000 ~ 16,000, Polys 8,700 ~ 11,800)
- Cloth, Weapons (Verts 1,500~5,800, Polys 1,500~5,800)
- All vertex and poly count are before Turbo Smooth.
Textures
- The resolution is 1,024 to 4,096.
- All textures are in Targa format.
- Unreal Engine version 4.20 assets were additionally packaged.
Please note.
- There is Facial morph target in this model.When you create expressions of a face use it. Or, you also can control the controller attached to the face bone by moving it directly. This is not a slide panel format.
- Hair is made of Plane geometry and AlphaMap. Hair is skinned in the body and does not run dynamically.
- Rigging is in MaxBones. It is not CAT or Biped.