Ninja 03 (Rigged)

by Davlet in Models


Attention! In the Blender file, the metric system is configured for export to Unreal Engine! If you need a standard export, correct the metric system in the project to the standard one.

The Blender project has a FK setup configured for easy export to the Unreal engine game engine. This is necessary to add additional bones to the skeleton or another upgrade at your discretion. For compatibility with Unreal Engine Control Rig - use the export settings in the attached screenshot.

  • 3d model for Ureal Engine or other animation projects;
  • Basemesh optimization for game engines;
  • Triangulation model (divided into triangles) for correct export to game engines.
  • Included textures in sizes 2048, 4096;
  • Low Poly All - Verts 22,918; Tris 44,811;
  • In the Blender file, you will find a 3D model and customized materials;
  • Ready demo scene in Marmoset Toolbag 3!
  • Unreal Engine 5 project!
  • Textures: Base_Color, Ambient_occlusion, Height, Normal_OpenGL, Roughness, Specular,Scattering and other;
  • If you need additional eye colors-see the product in my store - 16 Colors of Realistic Eye;

*PRODUCT DESCRIPTION UNREAL ENGINE *

A low-poly Ninja 3d model for games or video clips. Control Rig. Easy retargeting!

Video :



(The video presentation uses animation from the free MCO Mocap Basics starter pack. According to Epic's policy, I can't add it to the project. But you can easily reconfigure the animation yourself.)

The render was made in the Marmoset program, all other photos were taken in the engine.

The character was configured using Control Rig in UE 5.1.0.

There is no unique paid animation here! (The main animations: walking, running and jumping are taken from Epic and were added to the project for demonstration purposes. This animation has been retargeted and fixed with Control Rig for demonstration);

AN IMPORTANT ADDITION: For convenient and correct re-targeting of animation, use the Control Rig. In order for any 3d model to be anatomically deformed correctly, additional bones are important in such places as: buttocks, elbows, knees, back, shoulders, etc. This is especially important in case of critical deformation of the 3d model, for example, twine or lower back bends. The basic epic skeleton does not involve the use of additional bones when adding a new animation, so I recommend that you restart the animation using the Control Rig (see the video on the links) if you are not satisfied with the re-targeted animation and want to improve it and use additional bones. I repeat, the Control rig automatically INCLUDES and activates additional bones that improve the deformation of the grid during animation:

  • this is the preservation of the volume of the buttocks, elbows and knees;

  • correction of fingers (a common problem when retargeting animation);

  • correction of deformity in the areas of wrist rotation (a common problem);

  • additional control of the pelvis, rotation of the shoulders, back, triceps;

I found that the optimal way is 1) retargeting animation 2) correction with the help of a control rig 3) automatic inclusion of additional bones with the help of a control rig. 4) re-baking with animation correction. Watch the video lesson at the link. There I showed how I fixed a bunch of errors with the help of Control rig.

A short video tutorial on Control Rig and Animation editing Animation using Control Rig:

https://www.youtube.com/watch?v=x5Feyqh9JsI

For any questions, write to us: golden_turtle33@yahoo.com

Technical Details

DETAILS:

  • Control Rig;
  • Three color textures of clothing;
  • Included textures in sizes 4096, and 1024;
  • Low Poly All - Verts 22,918; Tris 44,811;
  • PBR Materials;
  • 4K Textures - Body, Clothes;
  • 1K Textures - Eyes, Eyebrows, Eyelashes;

Rigged: (Yes)

Rigged to Epic skeleton: (No) ( The skelaton has the same bone structure and name as the dummy, but additional bones have been added for better control over the character, the position of some bones has been adjusted according to the character, so you should use the reconfiguration method to achieve the best result. There are a lot of video lessons with Retargeting the character on YouTube, and therefore I did not record a lesson on Retargeting. I used this author's lesson; https://www.youtube.com/watch?v=ljO5_yeF5kA )

Animated: (No) (Only Demo)

Number of Animations: (Demo)

Animation types (Root Motion/In-place):(no)

Number of characters: 1

Vertex counts of characters:22,918

Number of Materials and Material Instances:11

Number of Textures:21

Texture Resolutions: (4096x4096 - Body, Clothes; 1024x1024 - Eyes, Eyebrows, Eyelashes )

Supported Development Platforms:

Windows: (Yes)

Documentation: No

Published about 1 year ago
Blender Version 3.1, 3.2, 3.3, 3.4, 3.5, 3.6
License Royalty Free
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