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Added asset for Unreal Engine 5_\n\n_Update 2023.01.20. Added Blender format_\n\n_Fix 2021.07.21.  (ma, mb formats) - / Fixed rig controls not being keyable /_\n\n**File Formats:**\n\nUnreal Engine 5 assets, Unity package, Maya 2017 (both mb, ma), Blender 3.3, FBX, OBJ, PNG textures\n\n**Format informations:**\n\nObserve: Only the Maya file has facial blendhsapes, and this setup does not work in Unity or Unreal Engine at the moment!\n\nThe **Maya** files contain the rigged mesh with a fully set up control rig, ready for animation. Details below in Control rig information.\n\nThe **Unreal Engine 5** asset package contains the rigged model with Unreal shaders set up, also contains idle, walk and run animations that were retargeted from the UE Quinn manequin. Observe: To use the asset in Unreal Engine, you have to do this in the exact order:\n\n1. Create a project in Unreal Engine (If you have one already, make sure it is placed in the default Unreal Engine project space.)\n2. Close Unreal Engine\n3. Extract the zip file into your project's \"Content\" folder, not inside Unreal, but in your file browser. Make sure you have the \"Eve\" folder inside your project Content folder before you launch UE, otherwise the file dependencies can get messed up, and skeleton/material attributes don't get applied properly in your project. If you have issues with textures or skeleton missing despite having them on your content drawer,  you need to redirect the file paths or apply all attributes manually.\n4. Once you open Unreal Engine again, you can now move the Eve folder around or migrate it to another project as long as it's another local project on your device. Any time you want to move the Eve folder to a different device, you need to make sure you follow these steps to avoid breaking file dependencies.\n\nAdditional info for Unreal Engine:  In case you would like to add/download more animations to the character, there is an IK retargeter included that is compatible with the Unreal Engine female mannequin. All animations that were made for this model are compatible with Eve. If you need any help with this process, feel free to contact me.\n\nThe **Unity package** contains a prefab of the rigged model  with Unity standard shaders set up.\n\nThe **Blender** file contains the mesh with fully set up control rig (created with human meta rig and Rigify).\n\nThe **FBX** format contains the rigged mesh only.\n\nThe **OBJ** format contains the mesh, mtl and texture files.\n\nThe **textures** were made with PBR metallic/rough workflow, with the following maps available: BaseColor, Roughness, Metallic, Normal, Opacity. The normal map format is DirectX. According to the mesh sizes, the texture sizes are 512x512/1024x1024/2048x2048.  \n\n**Model information:**\n\nModel is in A-pose.\nAll mesh pieces are UV unwrapped.\nNormal maps were exported from high poly meshes.\nAll nodes are named clearly.\nModel scale is real-world, units in Maya are centimeters.\nThe model's total height is 185 cm.\nIt has a full oral setup with teeth and tongue.\nThe maya file does not have a shader network set up, only has basic colors with Lambert material applied.\nPreview images were rendered with Arnold (MtoA 3.2.0.2)\n\n**Maya Control Rig Description:**\n\nThe model is rigged in A-pose, legs are not parallel. \nThe control rig has IK leg setup. \nThe arms have shoulder rotation, and an IK/FK setup controlled with a visible switch. \nThe spine has both FK and IK controls, second one working with a spline curve.\nFinger and feet movement is controlled by set driven keys.\nThe rig contains a basic facial rig with a face GUI setup, using blendshapes and set driven keys.\nThe rig contains a reset switch to jump back to bindpose.\nAll pieces of the mesh are skinned to the skeleton joints.\n\n**Blender Control Rig Description:**\n\nThe model is rigged in A-pose, legs are not parallel. The rig is based on Blender's human meta rig, the controls are created with Rigify.\n\n**FAQ:**\n\n- Why doesn't the model have materials or shaders applied in the Maya file? \n\n_- Materials are not applied by default, because Maya uses local directories for textures. You can either use the basic lambert material that is applied to the model, and simply attach the basic color textures to it from the texture folder (basic color files are tagged with BAS among textures), or you can set up a proper shader network with all textures map,(preferably AiStandard), if you wish to do that, here you can find a quick guide how to set up a shader network which is meant for Arnold renderer:  https://substance3d.adobe.com/tutorials/courses/Substance-guide-to-Rendering-in-Arnold_\n\n- Can I use this model for Mixamo?\n \n_- Absolutely, in that case, use the FBX file that has no skeleton included, upload it to Mixamo, and you can start autorigging. The FBX file with skeleton does not work with Mixamo._\n\n- Can I use the Maya formats in other 3d editing softwares, such as 3ds Max?\n\n_- No, unfortunately the control rig is a complex structure that has Maya-specific features and functions. If you wish to use this model in other 3d editing softwares, you have to use the FBX format, which does not include a control rig._\n\n- I still have questions, or something does not work as I expected...\n\n_- No problem! Feel free to contact me, I usually answer within 2-3 hours. I am glad to help with utilizing the models in all possible ways, and I'm always open to improving them according to customer needs. I maintain my models, add new formats if needed and fix errors that customers may encounter._\n\n\n_If you purchase this model, and you are satisfied with its quality, please take a little of your time to make a review of it, like, or post a comment. 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