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GR5 Characters

Posted By Vit3D 6 Years Ago
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Vit3D
Vit3D
Posted 6 Years Ago
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Hi All.

I'd like to introduce my new character type - Game Ready 5 Character (GR5). This character based on G5 Game skeleton and facial bone system which have been created by Reallusion for high compatibility with external 3D applications after export ( 3DS Max, Unity 3D etc.).
Characters on Standard G5 skeleton just perfect for using inside iClone, but they do not oriented on export into external 3D applications -- As You know FBX format has restriction on export controllers used in special skin deformation bones implemented in Standard G5. So these characters will have skin deformation issue after export -- skin deformation during motions in external 3D applications will looks not the same as inside iClone; especially it can be notable in elbow and knee zones. (this is main reason why I do not sell export licenses on my PR5 characters).
Characters on G5 Game skeleton totally free from such issues (because they have no controllers which not able to export in FBX) and constructing character motions in iClone You can be 100% sure that You will have exactly the same look in external application after export.

But lets take a look on character Smile -









As You can see it looks rather close to my characters from PR5 series, but in fact it is absolutely different.. Wink

This character has reduced polygon counter -- 19.5K triangular polygons (for comparison Chuck has 25.6K, Gwynn - 26.6 K).
Character consists of 2 main meshes (body with head and boots) and 6 small mesh objects (Eyes, Eye Lashes, Teeth and Tongue).
For better compatibility with external applications which have restricted support for 2-sided materials, both main meshes are "solid" -- no open edges.

Character used only 2 materials with 2K resolution (Body and Head), materials for Eyes and Eye Lashes are very small. This way character can be normally processed in applications with low resources usage.
The skeleton used in this character slightly different from G5 Game specification in Whitepaper -- all bones have the same names and hierarchy (as in Whitepaper), but body bones (except head and facial bones) have traditional local axis orientation -- along bone length. This have been made because some external 3D applications have problems if local bone orientation does not mirrored on opposite body side, but all bones have been aligned to world axis (have the same orientation). This difference does not affect on motions support inside iClone because 3DX mapped all body bones to internal bone system during import.

Of course GR5 character has full facial animation support (Muscle, Viseme, etc.).
If You wish You can take a look at Viseme and some Muscle presets implemented in this character :

GR5MC_FaceAnim_01

GR5MC_FaceAnim_02

Also should remark, that because the character used bone-based facial animation You can easy tune all presets (if You wish) or create your own custom presets directly in 3DX (no need to use any additional 3D programs to do this).

Unfortunately I did not make video demonstration yet, but if You with You can take a look at video which shows this character beta version -
http://www.youtube.com/watch?v=dMbF7qfKPVM

This character practically finished and soon I'm going to publish it in Marketplace, but it'll be extremely helpful for me if You can answer some questions:
- Whether character's technical specification described above fit to requirements for your 3D application or not?
- What type of GR5 character You would like to see next? -- Casual (like this one) or thematic (Military, Sci-Fi, Fantasy or some other).

Best Regards,

Vit


Alley
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Posted 6 Years Ago
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Really nice looking character Vit.

In addition to the reasons you created him for use in export, it would also be great to see cloth for this character for inside iClone use. I love all your work, but a less "muscular" type of character as an alternative, would be a very welcome addition.

Alley
"Wise men speak because they have something to say; fools because they have to say something"

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Vit3D
Vit3D
Posted 6 Years Ago
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Alley, a lot of thanks for nice comment and good idea! Smile
I will think what can be done in this direction on GR5 or PR5 character bases.

Vit


nl2012
nl2012
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What an awesome piece of work.

First of all, making it look like this with only 19.5 K poly is amazing!!
The rigging technics you used are so well thought through... it takes tons of experience to
create a mesh and rig like this.

Well done Vit3D

10 Stars

Have a nice day Smile








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Bigboss
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Another amazing Character Vitaly!

I think that new skeleton from RL is going to open up a lot of doors in the gaming industry.

Well done!

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vidi
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yes absolutely amazing work ! unbelievably that is so Low Poly.w00t
I like the texturing too Smile

I think that new skeleton from RL is going to open up a lot of doors in the gaming industry.


Not the skeleton, but xchange BigGrin

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liebe Grüße vidi
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Edited
6 Years Ago by vidi
Vit3D
Vit3D
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nl2012, Bigboss, vidi,

Thank You very much for high opinion about my work! Smile
Yes, total poly-counter for whole character is 19534 triangular polygons. The effect that character has more polygons reached by tuned Normal Bump maps which have been sculpted and exported using ZBrush.

Vit


duchess110
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Very impressive Vit for such a low poly count.

Duchess Designs Store 


shygirl
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Amazing work as always Vit.  Excellent character.

Shy

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Vit3D
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duchess110 and shygirl, thank You very much for so kind comments!

I just published the pack and it can be found in Bigboss Treasures store.

GR5_MC01 Pack



GR5_MC01 character is based on Reallusion's G5 Game Skeleton and Facial bone system and can be successfully used inside iClone and in the external 3D applications after export (for export 3DXchange Pipeline required). This character fully comparable with standard character motions. You can construct character animation in iClone, export it in FBX using 3DXchange Pipeline and load into your favorite 3D application for future use. Most important that after export all motions and character's skin deformation will looks exactly the same as in iClone.
GR5_MC01 has full facial animation support and comes with complete range of mimics and articulation presets for emotions and text-to-speech construction. Because character's facial animation based on facial bone system You can easy tune build-in presets (if You wish) or construct your own custom presets directly in 3DXchange (no need to use any additional 3D programs to do this).

What in Pack.
GR5_MC01.iAvatar - character;
GR5_MC01_Body_02.iMtl - alternative material for body (no gloves and different cloth colors);
GR5_MC01_Head_Bald.iMtl - bald head material.
As bonus, this pack also includes GR_ShotGun_01.iProp. To use it just attach it to character's right hand bone (Game_RightHand) and auto align by position and rotation. This prop also compatible with Standard G5 and PR5 characters.

And a bit more pictures Smile







Hope this new product will be welcome.
This is new character type for me and any feedback dealt with this character usage will be very helpful for creating characters better fit your need in the future. Feel free to ask your questions or make suggestions Smile

Regards,


Vit





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