Yukimi VR / AR / low-poly 3D model

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Yukimi low-poly 3d model ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps.

High quality model of a young Asian girl. Created in 3ds max 2013.

Latest updates:

31 July 2015, Added the seifuku clothing. Several body rig improvements. Added separated Custom Cat rig, Biped and Base Human Cat -for importing animations to Yukimi skeleton by use of mapped Cat Layers. See Yukimi skeleton root and uncheck ignore preferred layer.
Now you can easily import and send animations from Maya and Motionbuilder.

------------Rig----------------------------------------

All character elements has been fully rigged with a Customized CAT skeleton.
Rig is very particular with double joints, for major skin flexibility.
No skin morph angles has been used, which gives a great result in realtime engines like Unity, Cryengine or Unreal Engine.

If animating in 3ds max 2013 results slow, go to material editor and switch off in all Yukimi materials "Show realistic Material in Viewport".

For animation, CAT mapping files have been included in the RIG folder for;

-Biped called "Yukimi_Skeleton_to_Biped_Mapping.cam" as also the biped figure with all hand fingers and knuckles.
-Base Human CAT for Maya Human IK, called "Yukimi_Skeleton_to_BaseHumanCAT_Mapping.cam" with "MayaBaseHumanDefinition.hikc" for Maya skeleton definition.
-Custom CAT called "Yukimi_Skeleton_to_CustomCAT_Mapping.cam"

All Yukimi objects has been divided in layers for major understanding of what serves for animation, what should be exported and what is rendereable.

Face is skinned only with a CAT rig.

----------Polycount (triangles)------------------------------------------

Body 24,800
Bikini 7,462
Hair 2,672
Hair Rubber Band 3,844
Eyelashes 384
Eyes and tear line 2,144
Mouth elements 3,148
Shirt 6,558
Skirt 2,705
Shoes 3,322
Socks 1,514

Total 52,243

---------------------Textures--------------------------------

Body 8192x8192
diffuse, normals, specular, ao, displace, displaceHD, depth

Bikini 4096x4096
diffuse, normals, ao, displaceHD

Hair 4096x2048
diffuse, specular, normals, ao, alpha

Eyelashes 512x256
alpha only

Eyes 1024x1024
diffuse, normals, specular, translucency, depth

Mouth 1024x1024
diffuse, normals, ao, displace

Shirt 4096x4096
diffuse, normals, ao, displace HD

Skirt 4096x4096
diffuse, normals, ao, displace HD, specular

Shoes 4096x4096
diffuse, normals, ao, displace HD, specular, glossiness

-----------------High polygonal version (ZBrush)--------------------------------------

Done in ZBrush 4R7. All objects are subdivided from the skinned topology.

Comments

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phaze974 wrote
phaze974
Hi, I have a question. I just bought it, and I'll want to know how to rig the face ?? thx. Nop its okay, I find it ;) Nice job !!
3dGirls replied to phaze974
3dGirls
All control bones are in a separated layer :) For commodity you can make some expressions with bones and with a morpher modifier. To do so, pose bones, duplicate body mesh, collapse skin and apply morpher to main mesh. Cheers :)
phaze974 replied to 3dGirls
phaze974
Oh, thx you !! i'm novice in 3ds Max I usualy use Maya ( and not for Character ). I'll trying to do what you said thx you. I don't know how "morpher modifier" and "collapse layer".. but I'll search for it.
3dGirls replied to phaze974
3dGirls
Oh I see... I might do a little tutorial when I find some spare time. For now I will just try to explain step by step: - select all bones, and create a keyframe on frame 0, (turn on Set key button on bottom right of the timeline and click on the big key button) Your viewport will have red borders. - go to frame 1, move bones to pose the face - again select all bones and create a keyframe - always on frame 1, select mesh this time and press ctrl+v to clone it - select "copy" and name it to whatever you want and click ok - now, copied mesh should be selected, in the command panel on the right hand you should see modifier stack (panel with tabs on the right) - You should see on the list: "Skin" and "Editable poly" - Right click on Skin and click on "Collapse To" or "Collapse All" - Now select the original mesh you copied from - On the command panel there is "Modifier list" drop-down menu (above the list with Skin and Editable Poly), find "Morpher" in that long list - Morpher modifier must be below Skin modifier, so drag it below Skin on the list. - Now on the bottom you will see "Channel list" in the Morpher modifier with a lot of --empty-- "slots" - active "slot" is yellow, each slot has its parameters below - to assign mesh for a "slot" you have to "Pick Object from Scene", it will let you pick copied meshes from the scene (click on meshes in viewport) To make a new expression you have to repeat steps from before. You can even make adjustments on copied meshes later on (It works exactly like in Maya) or if you have Zbrush you can even do more, like sending copied meshes with GoZ, make adjustments and send them back.
phaze974 replied to 3dGirls
phaze974
Thx you a lot ! a tutorial will be very nice :D (to see if what I'have done its the right way) I followed your steps and it work ;)
phaze974 replied to 3dGirls
phaze974
There have 2 missing external files its normal ?? body_diffuse_black.jpg 2 times at difference browse
3dGirls replied to phaze974
3dGirls
Ah, stupid 3ds max.. ignore it. It's one of the textures I used somewhere in the process. It must be remembered somewhere in one of the materials or on one of the objects.. I will have to look in to that. By the way, did you find every other textures? The most important is the displace map for the body, without it, the displace modifier will cause the object to look quite a bit broken.
phaze974 replied to 3dGirls
phaze974
Yes lol, i find the others, and when I make the render, its seem like OK, so ... Last question If I'm not bore you ... lol I tried to adjust the body and face With goz and Zbrush but when GOZ Zbrush to 3dsMax It make me a new layer with the mesh and not replace it. So I have not the bones and textures associated. (I'm french so excuse me for my english)
3dGirls replied to phaze974
3dGirls
No worries, your English is fine enough. What you can do is put a morpher modifier below the skin modifier and add the mesh from zb to the empty slot. Then go with 100% and select the checkbox "automatically reload targets" so you can have instant update when you go back and forward from zb with the target mesh. Once you are satisfied you can collapse the morpher modifier and delete the mesh from zb. Very important is to not change the topology and scale between the two meshes to not change the vertex order. If you have problems with selecting one mesh which stays on top of another you can move it to side, because morpher doesn't care about positions of the objects. But remember to move it back to 0,0,0 in the worldspace before sending it back to ZBrush, otherwise Zb will change the pivot point position and you don't want that to happen. Probably instead moving the mesh from Zb, would be wiser to move the skinned mesh. There is a character root control, so you can use that. Or simply you can move the Zb mesh to another layer. On the side note, you can copy various modifiers from one mesh to another until the topology remains the same between two meshes. For example if you want to change UV you can add the Unwrap UVW modifier on one mesh and copy it to another. There are plenty of crazy tutorials about modifiers in 3ds max on youtube, the channel I like the most is https://www.youtube.com/user/DesignReForm/videos But in your case, since you are beginner, you must see; for copying modifiers: https://www.youtube.com/watch?v=EYTgGjIItZQ for morpher modifier: https://www.youtube.com/watch?v=iTIq-MYLZ0M and collapsing modifiers: https://www.youtube.com/watch?v=pouKKZtC4xs If you have any questions, just ask any time. I'm working with 3ds max for many years, so I will be glad to help.
3dGirls replied to phaze974
3dGirls
I just realized that in the tutorial about collapsing modifiers, he mentioned only about "collapsing all". But if you want to collapse only modifiers below, as I said before go with "collapse to" by clicking right mouse button on modifier you have selected. This way you leave untouched the modifiers above the selected one. Quick tip: for characters you will definitely need in order from bottom to top; "editable poly">"any modifiers you want here">and now starts where modifiers doesn't like change of the vertex order>"morpher">"skin">"skin morph (if you make skin morph angle adjustments)">"cloth">now you can change vertex order if you want with any modifier you want>"turbo smooth">"displace". Have fun :D
phaze974 replied to 3dGirls
phaze974
Thx for your reply and your help ;) when I have the time i check this and let you know if it work Thx !!!
phaze974 replied to 3dGirls
phaze974
Hi, I look your links, and thx to you, I understand (a little) much better !! But like I prefer use Zbrush to modify the mesh Now After modify the mesh "Yukimi_Body" With Zbrush and GOZ to 3dsMax I can Link my new mesh perfectely like the first one, I Copy-Paste everythink in the "Modifier List" . BUT now my problem is still no have texture on the new mesh Even after the copy paste modifier. Have an answer for me ?
3dGirls replied to phaze974
3dGirls
Sorry to respond this late, I didn't see the message. Haha, I get it now. You did it the other way round with it.. you should have stayed with old mesh where you have all modifiers and material applied already.. All you need is to add morpher below skin and add the new mesh to morpher slot. Anyway, I think if you have applied texture in ZBrush it should get to 3ds max with goZ. But if you have new texture you want to apply, you will have to look in to body material. I will search for you a good tutorial about material editor.
phaze974 replied to 3dGirls
phaze974
No don't worry ;) ! So just to tell you, to change expression in the face I use 3dsMax, its easier ! But I like to adjust the curve of the body ;) so i make this with Zbrush. And no I don't apply the texture in zbrush. Thx again for your links ;) I'll go watch this !
3dGirls replied to phaze974
3dGirls
Here we go: -How to turn on material editor: https://www.youtube.com/watch?v=VNaXrWcbQfw -Slate and compact editors difference: https://www.youtube.com/watch?v=-I8xDH1GmF4 I would suggest to stay with the compact for now to learn more options. -Assigning materials to the objects from the material editor and picking materials back from the objects: https://www.youtube.com/watch?v=o-EG5ldXSw4 -Applying maps and textures inside the materials: https://www.youtube.com/watch?v=lVyCLpD73MA -Tiling and other settings for maps and textures: https://www.youtube.com/watch?v=5lSANYBzQAI -Compound materials and assigning mats by poly IDs: https://www.youtube.com/watch?v=GIhHV-U2A60 In any case, if you need more help for 3ds max basic interface navigation, this guy has some good tutorials: https://www.youtube.com/watch?v=KwRkkGzA98k He is messing stuff sometimes, but he's still good. I don't want to bombard you with too many tutorials, since probably you're using other software for render and other stuff, but at least I hope I could help for the basics of 3ds.
xpress wrote
xpress
Great work on this. You could definitely put this up for a lot more than this, but maybe you've listed it cheaply to get more people to see your work. Some comments: - There's a ton of detail you don't show off in any of the sample images. The shoulder blade moves with the shoulder bone, and breast stretch as the arm is raised is really good. There's way more detail in the body than I expected, with sculpted ribs and detailed body shape. The HD displacement detail isn't shown, either. - The top of the shoulder loses a lot of volume as the arms are raised. It's really visible if the skeleton is in T pose. I fixed this by moving the shoulder joint up and outwards. This causes the underarm to pull out when the hands are extended, but it looks more natural than the collapsing. Maya delta mush helped too. - Including the ZTL is great. I wish everyone would include their sculpt files. You should include the ZTL separately, so it shows up in searches filtered by Zbrush. - It's also really helpful that this has solid scanline renderer materials. Mental Ray, etc. materials are nice, but they're a lot of frustrating work for everyone exporting to Maya or anything else. Can't wait to see your next work!
3dGirls replied to xpress
3dGirls
Thanks for your positive feedback. About the materials, I did not setup her to mr or vray since I created her for real time engines (Unity3d originally in mind). I've improved a lot the whole rig for the next update. And I'm working on a "biped" and "basic human" mapping for CAT, so you will be able to animate her in motionbuilder and Maya without breaking the rig when going back to max. Basically, this is what I mean: https://www.youtube.com/watch?v=uR8Uv_Xs22g I wish I knew how to setup the "aim constraint" in Maya the way I can do it in 3ds max ("look at constraint" with two targets and the node), so I could recreate the rig in Maya. All the CAT mapping crap wouldn't be necessary, and I wouldn't be stuck in 3ds max.. This way I could make Maya users happy. Anyway, I'm also working on the school uniform (seifuku) for her, still left socks to texture up.. so the next update will be very cool ;) Unfortunately I changed a little bit her face (to even cuter) so I deviated a bit from the original.. but I hope more of cutesy will be appreciated. The topology didn't change from the last update, so you can morph her back. I will try to make the update this week. Maybe I will leave the socks untextured, just for the sake of an update. Once I polish out the workflow with the animation system which is the biggest bummer right now, I will make more girls, maybe next time some older one with some big boobies.. maybe not asian, who knows ;)
3dGirls replied to xpress
3dGirls
Ah, yeah about the shoulder, indeed just now I found a bug in current version.. The first roll bone should have the shoulder bone as a node in a "look at constraint", instead of "ArmTwists_Helper", which should rotate with the shoulder bone but it doesn't and I don't know the reason. Anyway, fixed! I also improved a lot of skinning for the armpits. Stay tuned for Yukimi version 2.1. Cheers!
xpress wrote
xpress
I haven't looked enough at your original rig to follow what you need it for, but if you select three objects and create an aim constraint in Maya, it'll constrain the last object to the average of the first two targets. Might not be what you meant... I forgot to actually test the shoulder thing in the original, since I've had it in Maya for quite a while now. I have the shoulder and arm joints hooked up directly to HumanIK and it automatically averages between them. I'll take a look at what you're doing more closely in the next update. I ended up making some topo changes, but I can always just cut her head off D: and transplant a new one... I like pretty and petite better than beautiful and voluptuous, but go where your inspiration leads :)
3dGirls replied to xpress
3dGirls
Well, I'm more concerned for the up vector which I need to take from parent bone of the aiming object, and I didn't find the way to do that. Anyway, probably for Maya I should not worry much about riging, since there is a quaternion skin with all the awesome stuff for morphs, like the mentioned delta mush. But since I did her for realtime engines in mind I decided to make all that complicated rig because all you have is the default euler skin and deformation on parts like hips, knees, elbows and armpits is always a big problem. Funny thing that Human IK was invented originally as a plugin for 3ds max before Autodesk bought it, and ironically only 3ds max doesn't have it now... I like pretty and petite too, but I noticed the most audience prefers big boobies and bigger back. Well maybe for next character I could make some morph variations for the body, so people would be able to adjust it to their own preferences. On the side topic, Yukimi probably will be a main protagonist for my (and my two other brothers) game in the future. That's why I've spend so much time and work on it. We are still deciding on the engine. My younger brother developed the pre-integrated skin shader for Unity. And we find Unity's workflow much much more solid for actually making a game. Importing assets is better, creating prefabs, animating objects, sound mixer, but especially a team work which is "actually possible". But the things like; very good lightmaps, screen space reflection, the terrain and vegetation tools, and particles (last two would take a big role in the game) are very tempting in UE. Cheers!
3dGirls replied to xpress
3dGirls
Yaay, I finally made a proper update. Have to make some good renders now. Still few things in w.i.p. stage, but at least it's the best update since few months.
xpress wrote
xpress
There are tons of big amazon boobies for sale already, though. This is a lot more unique and interesting.
3dGirls replied to xpress
3dGirls
Thanks ;) I started making some environments work for the game. So the characters are on the hold right now. But I will definitely make more ladies when I'll have something to walk on in the game. And of course I will make some basic animations like walking, running and such, so it will be included for Yukimi in next update.
essentia wrote
essentia
looks like Momoka Kobayashi http://i.imgur.com/XSyeeRj.jpg
3dGirls replied to essentia
3dGirls
Hehe, not intended, but it's ok :)
xpress wrote
xpress
I just started using Daz3d (didn't know what the Genesis figures were). Would be cool if you could include the Daz files with this one, right now they're only in the smaller Genesis-only pack. Been a while, any plans to make any Genesis 3 girls?
3dGirls replied to xpress
3dGirls
You mean in this package? I could do that, but it would be a little unfair for those who bought both packages already. As for the genesis 3, yes I have some girls incoming, still a lot of work to do on them, and I have in plan conversion of my previous girls from G2 to G3, and I will include them in Asian Girls Pack, so for those who got it will not have to buy again. It will take me some time, but stay tuned :)
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Author:3dGirls3dGirls
Buyer ratings: 28 positive / 2 negative
Designer response: 83% in 5.5h
Available formats
  • 3D Studio Max 2013 (Yuki 2.0 part5.zip) (.max) (9 files) -
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
    Renderer: Default (Scanline)
  • Autodesk FBX (.fbx) (3 files) -
  • OBJ (.obj) 544 MB
  • Truevision (.tga) 544 MB
  • Material Libraries (.mat) 544 MB
  • Alias/WaveFront Material (.mtl) 544 MB
  • Stereolithography (.stl) 2.6 MB
  • 3D Studio (.3ds) (Contact for availability) -
More details
  • Publish date2014-04-08
  • Model ID#65727
  • Animated Yes
  • Rigged Yes
  • VR / AR / Low-poly Yes
  • Geometry Subdivision ready
  • Polygons 52,243
  • Vertices -
  • Textures Yes
  • Materials Yes
  • UV Mapping Yes
  • Unwrapped UVs Non-overlapping
  • Plugins used No
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