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Media 0 for listing Male Elf Ranger Character Aren

Description

_______________ ❤ Youtube Showcase ❤ _______________

_______________ 🛈 Polycount _______________

  • Aren 1 (75.2k Tris)
  • Aren 2 (85.6k Tris)
  • Aren 3 (67.7k Tris)
  • Fullbody (38.8k Tris)
  • Hair1 Short (23.5k Tris)
  • Hair1 Long (21.2k Tris)
  • Hair2 (23.8k Tris)
  • Hair3 (13.7k Tris)
  • Arm Guard (8.8k Tris)
  • Armor Boots (10.1k Tris)
  • Belts1 (4.8k Tris)
  • Belts2 (7.4k Tris)
  • Boots2 (4.2k Tris)
  • Chest Armor (7.3k Tris)
  • Coverall (9.9k Tris)
  • Coverall No Sleeves (6.1k Tris)
  • Crown (0.9k Tris)
  • Elf Skirt 1 (2.2k Tris)
  • Elf Skirt 2(2k Tris)
  • Feather Earrings (2.1k Tris)
  • Moon Earrings (2k Tris)
  • Gloves (7.5k Tris)
  • Hoodie 1 (4.6k Tris)
  • Hoodie 2 (4.5k Tris)
  • Jacket Armor (5k Tris)
  • Shoulder Guard (3.6k Tris)
  • Top1 (3.5k Tris)
_______________ ⚠️ Notes _______________

  • No LOD
  • No Blueprints
  • No Animations
  • The concept for the main cloth outfit is created with the help of AI.

Updates

  • 2024-08-26: Fix broken blendshapes specific to UE5.4

_______________ ˚₊‧꒰ა ⭐ Skeleton ⭐ ໒꒱ ‧₊˚ _______________

  • Epic UE4 Mannequin Skeleton (No Additional Bones)
  • Modular Earrings, Elf Skirts and Hairs has additional bones. They can be used for physics simulation and works with KawaiiPhysics.

_______________ ˚₊‧꒰ა ⭐ Morph Targets (Blendshapes) ⭐ ໒꒱ ‧₊˚ _______________

  • Head has all Apple Blendshapes (refer to Apple's ARKit) and can be used with the LiveLink plugin.
  • Note that as for now, there are no blueprint setup for LiveLink and the blendshapes are not tested due to no access to a Apple device.
_______________ ˚₊‧꒰ა ⭐ Clothing ⭐ ໒꒱ ‧₊˚ _______________

  • Clothing is setup for the hairs and elf skirts and enabled by default.
  • Modular Hairs, Elf Skirts and Earrings with additional bones are provided as alternatives (for use with KawaiiPhysics or other dynamic solutions). More info here.

_______________ ˚₊‧꒰ა ⭐ Animations ⭐ ໒꒱ ‧₊˚ _______________

  • Only Basic Idle, Walk, Run, Jump_Start, Jump_Loop, Jump_End (Retargeted from UE4's Mannequin's Animation)
  • There are also a few animations retargeted from Paragon Kallari, Kwang, Wukong and Windwalker Echo, but they are just for demo purposes.
  • There is a Smile Blink Animation that you can use to add on top of other animations (using Additive in Anim Graph)
  • T-Pose and Retarget Poses for UE4 & UE5 Mannequins is provided for animation retargeting. More info here.

_______________ ˚₊‧꒰ა ⭐ Textures ⭐ ໒꒱ ‧₊˚ _______________

  • PBR (Physically Based Rendering) Metallic/Roughness Textures
  • Normal Map Format: OpenGL (all Normals textures are set to Flip Green Channel)
  • Basic Texture Set: Diffuse (T_***_D,) Metallic Roughness AO (T_***_MRAO), Normal (T_***_N)
  • T_***_MRAO textures pack 3 channels: Metallic in Red Channel, Roughness in Green Channel, and AO in Blue Channel
  • Some mesh has RGB Texture (T_***_RGB) that are used in the material to adjust colors.

Texture Resolutions

  • Body 4k, Head 2k, Teeth Tongue 2k, Eyes Eyeshadow Eyebrow Eyelashes 1k
  • Hairs 4k
  • Clothes mostly 2k.
  • Belts1_ElfSkirt1 (4k), Coverall (4k)
  • There are also non square textures: Belts1 (1x2k), Crown Earrings (2x1k), ElfSkirt1 (2x4k), ElfSkirt2 (1x2k), Top1 (4x2k)
  • Weapons 2x4k
  • Note: 1x2k means 1024x2048, 4x2k means 4096x2048 and so on

Body

  • Diffuse, Normal, Roughness. (AO Textures are there but they are not being used)

Eyes

  • Diffuse, Normal and Specular

Hairs

  • Albedo, Alpha, Depth, Direction, ID and Root

Cloth

  • 15 Cloth Texture Sets: Armor Boots, Belts1, Belts1_ElfSkirt1, Belts2, Boots Gloves, Chest Armor, Coverall, Crown Earrings, Elf Skirt1, Elf Skirt2, Hair Band, Hoodie, Jacket Armor, Shoulder Arm Guard, Top1

_______________ ˚₊‧꒰ა ⭐ Materials ⭐ ໒꒱ ‧₊˚ _______________

  • There are Basic Materials (MA_Generic) and materials with additional features to do color adjustments (MA_Generic_Tint). (MA = Master Material)
  • Skin material has parameters to change fingernail color, scalp color. Can also change skin color, color brightness, desaturate, roughness or specular intensity.
  • Aren and Lia share some common materials, you can check out ❝ Lia Asset Overview ❞ to see some examples.
  • Aren Asset Overview ❞ has a section on Eyes and Hairs Materials.

Eyes

  • Eye material has parameters to change eye color.
  • There is also a Duo eyes material to give each eye a different color.
  • For cinematics, you can use Metahuman eyes shader on Aren for more visual fidelity. More info about using Metahuman Eyes here.
  • Eyes shadow opacity can be adjusted.

_______________ ˚₊‧꒰ა ⭐ Additional Bones⭐ ໒꒱ ‧₊˚_______________

  • Note that the there is no additional bones on the main skeleton, the additional bones are for dynamic meshes.
  • The list for additional bones for dynamic meshes is here.

_______________ ˗ˏˋ ꒰ 💌 ꒱ ˎˊ˗_______________

❤ Feel free to email miicaneo@gmail.com for any issues and inquiries. ❤



Included formats

  • logo of Unreal Engine format