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(You can use them in your game!)\n\n\n\n**Other Survival Characters:**\n\n**Michael Davies:** https://www.cgtrader.com/3d-models/character/man/survival-npc-michael-davies\n\n**Twin-Pack:** https://www.cgtrader.com/3d-models/character/man/survival-npc-hank-and-mike-two-pack\n\n\n**Trailer:**\nhttps://youtu.be/QSuBxeSWltA\n\n\u003e Support\n\n\n**Discord - Need assistance? Send me a message!** https://yarrawah.chat/discord\n\n**Email - support@yarrawah.com**\n\n\n\n\u003e Changelog\n\n**v1.0 - released**\n\n**v1.01 - 20/09/2021 -**\n\n- **Bug Fix** - Fixed an issue where tessellation in 4.27 would cause some invisible faces on the tshirt and neck\n\n**v1.02 - 12/01/2022**\n\n- **Bug Fix** - Updated skeleton to prevent bone conflicts\n\n- **Bug Fix** - Skeletal positions adjusted for Hank - Better Animation Quality\n\n- **Bug Fix** - Skin update for Hank - Better Animation Quality\n\n- **Bug Fix** - Hank's gun holster moved from the left side, to the right side, for easier animation compatibility\n\n**v1.03 16/01/2022-**\n\n- **Content** - Updated third-person demo map with better lighting and environment\n\n- **Content** - Added overview maps for each character so you can quickly preview included content\n\n- **Content** - Added two additional outfit presets for Hank (civilian, same outfit, without combat equipment)\n\n- **Bug Fix** - Added description to Morph Pose interface to better explain the function\n\n- **Bug Fix** - Disabled tessellation by default for anyone who experienced performance issues this is now resolved\n\n- **Bug Fix** - Corrected some file names and directories, full reinstall recommended\n\n\n**Features**\n\n- Digitally Drawn 2D Concept image included for in-game use (e.g. dialogue boxes, thumbnails etc.)\n- 2D Source files available on request + receipt\n- 52 Blendshapes, ready for iPhone AR control\n- Mocap Mobility Start Animations (59 Animations, 31 Unique) (note: poses from the driving screenshot not included)\n- High-Quality AAA Hero Character\n- Digital Human Pipeline - High-Quality Refractive Eyes, Detail Mapped Skin with Layered Subsurface Scattering and Roughness Variations.\n- 8k Textures\n- High detail hair, including custom textures for directional, root, depth etc. hair properties\n- Static and skeletal mesh accessories (Basic Handgun + Canteen)\n\n**Road Map:**\nThis asset will receive updates in the future. The price will increase over time to reflect the changes made. The current asset road map includes:\n\n- Dirt/Gore grunge masks (Added 07/08/2021)\n- Voice acted dialogue\n- AR Animated Facial Animations for the Dialogue\n\n\n\n**Levels \u0026 Blueprints**\n\n\n**BP_Morphpose_Master:**\n\nClass based morph-pose controller, with custom morph-pose functions setup for blinking, brow and mouth movement. This allows characters built with the same morph poses to seamleslly plugin to this blueprint. This is a great starting point for creating more complex animations and expressions.\n\n\n**BP_CharacterSample:**\n\nUser Interface widget that provides the controller for the cinematic blendshape demo map.\n\n\n**Cinematic Blendshape Demo Map:**\n\nPreview preset morphpose animations, and easily customize facial expression in realtime in the Blendshape Demo Map. 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Each set contain following maps:\n\n- PBR Metallic/Roughness workflow: Base Color, Metallic, Roughness, Normal (DirectX), Ambient Occlusion; totally 5 16 bit png files, \n- Unreal Engine 4: Base Color, Normal (DirectX), combined Ambient Occlusion (red channel), Roughness (green channel) and Metallic (blue channel); totally 3 8 bit png files, \n- Unity: Albedo, Normal (OpenGL), Ambient Occlusion, combined Metallic (RGB) and Smoothness (alpha channel); totally 4 tga files.\n\nIn order to use our model in preferred game engine please follow official guidelines of its provider.\n\nHDR backgrounds and LODs not included.\n\nSURVIVAL KNIFE was modelled basing on various real-life references. 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Ready for game engines, tested on Unreal Engine and Marmoset Render.\n\nThe models are in real-world scale, and are Intended for game/realtime/background use. They were created in Autodesk Maya and Zbrush.\n\nThere are texture maps included PBR MetalRough (Base color,normal map,Roughness,Emissive,Metallic,Height ) all in square resolutions (4096x4096 and 2048x2048). All objects, texture maps and materials are properly named for easy use. 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Realistic high quality,\n\nHigh detailed model best for close render. 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