The character is skinned to an skeleton Armature which works perfectly with Unity mecanim humanoid system as well as Mixamo and other humanoid animations. The skeleton does not have animation controls.
This package is made up of 4 parts:
The blender file contains all character parts with PBR materials set up for each texture variation. The character will render real-time with Eevee. All textures are packed into the blender file and can be unpacked by pressing File>External Data>Unpack All into Files.
The character is posed and can be switched to the T-Pose by going to the Dopesheet>Action Editor and selecting the T-Pose. Or alternatively selecting the Armature, going into Pose mode and resetting the transforms. The armature is also linked to a turntable which can be disabled or removed in the Constraints panel of the Armature.
The marmoset file contains all character parts with PBR materials set up for each texture variation.
The character is posed and can be switched to the T-Pose by selecting the character>Model Animation>Current Animation>Armature|Tpose. Note that the weapons and eyeglint are not skinned to the armature but parented to the weapon and eyebones.
This is a unity approved unity package containing all character parts with materials for each texture variation. The character is set up for the mecanim humanoid system in unity and will work perfectly with other humanoid animations as well as Mixamo animations. The package also contains documentation, demo scenes and a character prefab.
This zip file simply contains all the fbx files with skin data and skeleton, and texture files. You can load these into your 3d application of choice.
This also contains an OBJ file with all character parts.
Naming Conventions & Texture Set up
The material and texture variations will have the suffex _t01, t02, t03, etc. This stands for Texture Variation 01, 02, 03, etc.
The textures were all created with Substance painter and exported for Unity PBR. This means that there is a:
albedo mapnormal map (green channel not inverted)metallic map with roughness in the alpha channelIn Blender the roughness is inverted in the shader graph to work correctly with Eevee.
For most material variations the normal map and metallic map are re-used. It is only the albedo that changes.
The body parts are:
Head (4,568 tris)Hair (558 tris)Torso (3,618 tris)Hands (2,650 tris)Lower body (3,936 tris)(Total triangle count 15,330 - not including props and attachments)
The props and attachments are:
Hair variationsCowboy hatBaseball capBarret hatScarfShoulderpadBackpackBelt PouchesEyepatchAxePistolAll of these parts (including the upper and lower body) have a range of unique materials you can interchange with each other.
I'm looking forward to see what you do with this character. If you have any questions feel free to hit me up on my twitter @gamedevfred or mail me at support@purplepuppet.com
game readystylizedheropbrcharactermanvariationmodularskinnedblendereeveeunitylowpolystylized characterblender charactercharacter unityman blenderJimmy adventure - Stylized character$27.30$39.00 -30%Royalty Free License
$27.30$39.00 -30%Royalty Free License Ggamedev-fredgamedev-fred(5 reviews)Response 72% in 27.1h3D Model formatsFormat limitationsNativeBlender 2.8 (.blend)764 MBVersion: 2.8Renderer: Eevee 2.8ExchangeMarmoset Toolbag 3.08 (.tbscene, .tbmat)409 MBAutodesk FBX (.fbx) (2 files)714 MBVersion: 2017Unity 3D (.unitypackage, .prefab)316 MBOBJ 2018 (.obj, .mtl)306 MB3D Model detailsPublish date2019-10-22Model ID#2133241AnimatedRiggedVR / AR / Low-polyPBRapprovedGeometryPolygon meshPolygons13,571Vertices15,022TexturesMaterialsUV MappingUnwrapped UVsMixedPlu