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For more information about how the deformation of the model is behaving, please check out my latest model done with this mesh: https://www.artstation.com/artwork/NGVBV1
This is my personal BaseMesh model I'm constantly improving and working on, having articular joints and a animation-friendly topology at all places. From the finger joints to her hips, chest, and face, you can animate and rig everywhere and get a very satisfying result.
Some observations:
• Their topology is completely Quad/Tri, so there won't be any shading artifacts and N-Gons in the model.
• The polycount for the whole body is exactly 36.004 Triangles. Eyes/Eyebrows/Eyelashes together are 12.368 Triangles.
• For better results, I highly suggest you use the Epic Games Metahuman's Eyes, tooth, and mouth.
• There is geometry for the inside of her mouth so you can properly place a Tooth and a Tongue inside her head.
• The Body model has UDIM tiles. The first UV space has her whole head, and the second one has her whole body. There is also minimum stretching on the UV's so the density is pretty much even through her whole body.
• You can use UDIM or a separate material for the Body.
• The model is on A-Pose, at the VERY SAME pose as Epic Games's Echo model.
• This product has a .blend (ver. 3.5), .fbx, .obj and .ztl.
• The .ztl is polygrouped by UV's.
In case you're having trouble with anything, please let me know.
I hope everyone likes it!
Release NotesChangelog:
Removed unnecessary materials showing the loop usage on .blend file.Removed loops showcase on .blendUpdated model to Blender 3.5Added Eyeshadow, teeth, caruncle and Eyewet meshes to the model.Reworked overview thumbnails.
REVIEWS & COMMENTS
accuracy, and usability.
