Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Looking for character creation system. xD

Discussion in 'General Discussion' started by Witchcore, Jan 11, 2016.

  1. Witchcore

    Witchcore

    Joined:
    Sep 5, 2015
    Posts:
    34
    I am looking for a decent character creation system for a medieval game I am working on.

    I currently have UMA 2 with umazing, but I do not really like UMAzing much but am okay with uma itself.

    Is there anything out there that looks decent? I don't so much like UMA's avatar, i am looking for something a bit more realistic.

    I looked at ubrin but it is sort of limited when it comes to customization.

    Also i need to take into consideration, armors and clothing, what would be best system for finding compatible clothing and armors medieval style.
     
  2. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Morph 3d might be what you are looking for: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:13832

    Also, Arteria has some okay models. If you wait, you can usually get them on sale for a couple of bucks: http://arteria3d.myshopify.com/collections/animated-characters/obm

    If you have a bucket of cash, there is always DAZ figures. The game development license costs $500 but can be found on sale occasionally. Then you have to buy the individual models and they need a serious optimization (too many polygons and materials). But they do look good. It's only good for DAZ original models, but there are tons of them. If you join the platinum club, you can buy thousands of them for $1.99 each. I've been collecting their stuff for years so I already had a huge library I can use so it was totally worth it for me. Probably not worth it for someone who has a limited budget and doesn't already have a huge collection of their models. http://www.daz3d.com/shop/
     
  3. Witchcore

    Witchcore

    Joined:
    Sep 5, 2015
    Posts:
    34
    thank you for the response, i will check them out! <3
     
  4. Witchcore

    Witchcore

    Joined:
    Sep 5, 2015
    Posts:
    34
    yes thank you very much, morph 3d looks amazing! Im downloading lite now to check it out.
     
  5. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    The next best thing better than UMA is 3D Morph's and that is basically the same thing as DAZ 3D Genesis characters.

    In the long run, given the generic realism you want in your characters you want the Morph 3D characters. Also the $500 DAZ 3D license will require another $100 for the Decimator and you're not likely to get better results than the DAZ 3D staff is capable of doing basically the same process for the Morph 3D characters.


    https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:13832
     
  6. Witchcore

    Witchcore

    Joined:
    Sep 5, 2015
    Posts:
    34
    I am going to try the lite version to get a feel for it. I am trying to figure out exactly how to use it, since it says you make prefabs with it, than i am assuming you would make a character system for yourself which interchanges your prefabs? 500 is a bit above my price range at the moment, maybe not for end stages if my project goes that far, but i definitely need something better than UMA yuck.

    Also what about armors, i am doing a medieval project, am i limited to clothing that comes with the Morph 3d packs?

    I do not need a ton of armors, since I am doing a basic survival / crafting title.
    probably just one set per tier for now.

    EDIT: After checking out the DAZ shop, oh myyyy. Looks very good, but it sucks that you will have to rework the polygons. I am a solo dev, though my project is very light and simple it is still a lot of work for a solo novice.

    Daz might be worth saving up for. I do not need a character system this second, i could time that for something toward the end of development.

    EDIT2: I'm not finding much info about daz, their shop just shows models, says nothing about having to spend a huge chunk for a license. I am really digging what i see though, and for morph, supposedly they have tons of user made assets for morph but i am not finding a single one, i am just seeing the limited pay x amount for a single avatar hair style and clothing piece... I am looking for something which i can find compatible clothing for without having to buy a 50 dollar pack for a single piece of clothing.
     
    Last edited: Jan 18, 2016
  7. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Without a doubt DAZ game license costs $500 and it's another $100 for their Decimator besides that everything you'd likely do with that is done for you already for less than $200 in the DAZ Morph 3D store front. You should as you said, learn to use the Morph 3D Lite Editions. The Morph 3D assets come with Unity controls already while the DAZ 3D models, besides costing over $400 more don't come with the controls. Besides that most of the things in the DAZ 3D store you have to negotiate a game license for because it's sold by 3rd parties, general at 5 times the retail price.
     
  8. I_Am_DreReid

    I_Am_DreReid

    Joined:
    Dec 13, 2015
    Posts:
    361
    What about makehuman, iclone, or mixamo fuse???
     
  9. gameDevi

    gameDevi

    Joined:
    Oct 14, 2015
    Posts:
    155
    Mixamo fuse: is very good.
    iclone: don't bother with it.
    makehuman: not sure
     
  10. darkhog

    darkhog

    Joined:
    Dec 4, 2012
    Posts:
    2,218
    Makehuman is good, used it in the past.
     
  11. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Mixamo Fuse would be OK and iClone too but not to the level of DAZ 3D. That you can see with your own eye. A forgotten one, second best to DAZ is the Poser Pro Game Dev license for I think it is either $300 or $500. You get all Smith Micro created characters for game use and there are realistic characters that are better than Mixamo or iClone. They aren't up to the morphing flexibility of the DAZ Genesis characters or the Morph 3D characters though.
     
  12. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Here's the link to their license: http://www.daz3d.com/indie-game-developer-license

    I think there are very few people who actually bought it so they don't push it too much. You can get other decimators for much cheaper than the one for DAZ - even some that work directly in unity. I do use the DAZ decimator and I can usually get a complete model down to 15,000 triangles or fewer. Some models work better than others. I've used the decimator that comes with ultimate unwrap with similar results. If your target is computers, you can get away with much higher polygons. I'm currently using 40k for my player models with no problems and they look good. The worst thing is all the materials really. They do have a texture atlas at DAZ, but it sucks. I use Mesh Baker (from the asset store) and it is much better. The easiest way is just to try it really. They have free models you can try. can't release anything without the license, but you sure can try it.
     
    daisySa likes this.
  13. Witchcore

    Witchcore

    Joined:
    Sep 5, 2015
    Posts:
    34
    thanks for your responses guys. For me it comes down to compatible costumes and armor, medieval themed. Whichever one i can get the most compatible wear for, it seems morph doesnt have much, even though on their site they say they have "hundreds of people making morph assets" i could not find a single user made asset for morph anywhere.

    Another question i have, is what do people use as a sort of character creation system for using prefabs such as morph 3d. Is there a sort of placeholder system on the asset market which i could use? I know i tried umazing but it is sort of terrible, something mmo like for using prefabs made with something like morph 3d.
     
  14. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    For MMOs you want UMA and probably a combination of Fernando's & Will B various armor & medieval assets for sale.

    Nothing comes close to the quantity of what they offer and while the actual character's aren't up to Morph 3D or DAZ standards they are still very good and low poly too; more of them can be instantiated and once you put the assets from Fernando & Will B on them you're set because those looks pretty good. Plus Unlogick and some others have assets in the asset store to make UMA even more efficient. If you aren't quite happy with the textures as they are very high in painted details maybe you can refine them to be less detailed. Myself I like the $10 replacement male & female texture assets from Fernando.
     
    Last edited: Jan 23, 2016
  15. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    The way I do it with DAZ clothes, is I set up an entire outfit for the character- including the character itself. Then I use an empty skeleton as the player and I have a simple script that goes through and matches bone names and conforms the outfit to the skeleton. Just remember to make sure whatever animation component you use is set to always animate otherwise, with no mesh renderer, it won't animate. I currently have 15 different outfits I use. Of course, it's much easier to do this when you don't plan on a large variety of player character models. you can just do clothes over a figure, but that leads to two problems: you can often see the skin through the clothes as it pokes-through during animations and you'll end with a lot of extra polygons that are covered by the clothes.
     
  16. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    If you put in the asset store I'll buy if code can be edited to work with or already works with older poser figures. I have some code that I partly modified earlier based on a Character Customization that a developer in NZ had worked on.
     
    Last edited: Jan 23, 2016
  17. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Heck, I'll give it to you for free. It's not really code I'd feel comfortable selling since it's simply a modification of the 3d Buzz third person controller ragdoll script. Anyone could watch them and come up with this. You'll need to create an empty script called "MyHip" and attach that to the parent hip if you want to instantiate it. Makes it easier to find the hip. Probably a better way like simply looking for the name, but I often take shortcuts since my code-fu is weak. It's probably more efficient just to destroy the script when it's done matching, I just haven't done that yet. Anyway, this SHOULD match up any figures with matching bone names. Let me know if you have any questions or issues. I'm horrible at commenting my code, but it should be pretty self explanatory if you want to modify it. Just make sure the parent figure is empty or at least turn off the mesh renderers otherwise you'll get a lot of poke through. Easy enough to modify this to do that automatically. I just haven't done that either.

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class ClothesParenter : MonoBehaviour {
    5.     public Transform[] bones;
    6.     public Transform[] parentBones;
    7.     public GameObject parentHip;
    8.     public GameObject myHip;
    9.     private bool matched=false;
    10.  
    11.  
    12.     void Awake()
    13.     {
    14.  
    15.  
    16.     }
    17.     void Update () {
    18.         if(matched)return;
    19.  
    20.          if(parentHip==null)
    21.         {
    22.          
    23.  
    24.             parentHip =transform.parent.GetComponentInChildren<MyHip>().gameObject;
    25.             return;
    26.  
    27.         }
    28.         if(matched==false)MatchChildrenTransform();
    29.     }
    30.     void MatchChildrenTransform()
    31.     {
    32.         matched=true;
    33.         bones=myHip.GetComponentsInChildren<Transform>();
    34.         parentBones=parentHip.GetComponentsInChildren<Transform>();
    35.         foreach (Transform trans in bones)
    36.         {
    37.             foreach (Transform trans2 in parentBones)
    38.             {
    39.                 if(trans.name==trans2.name)
    40.                 {
    41.                     trans.parent=trans2;
    42.                     trans.position=trans2.position;
    43.                     trans.rotation=trans2.rotation;
    44.                 }
    45.             }
    46.         }
    47.     }
    48.     // Update is called once per frame
    49.  
    50. }
    51.  
    edit: Oh, and don't forget to set your animator component to "always animate".
     
    Last edited: Jan 23, 2016
  18. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Thanks there. I will integrate it into that old code from the NZ guy. I need to update that code to new Unity UI though but it's already mostly done. I had as you said, skin showing through clothing problems doing that manually in the editor. I'll post it here when I finish it. Well the code parts of it or you can PM me. I think you probably remember that old project from that guy. It does have the problem of resource folders and text databases that I should convert to Unity assetbundles, uh, and now I have to learn that.
     
  19. daisySa

    daisySa

    Joined:
    Dec 29, 2011
    Posts:
    341
    I bought the licence for $175 in a one-day sale about 2-3 years ago. For those thinking of going the DAZ route, they have a sale pretty well every day, so it’s worth keeping an eye out for it.

    My workflow with DAZ is much the same as drewradley's: I use Decimator and then Mesh Baker (I can also recommend ProDrawCallOptimizer for developers who want something simpler and quicker but less powerful than Mesh Baker).

    DAZ is a fantastic system, but be aware that it has its idiosyncracies. There are a lot of little workarounds you have to apply when importing models and just working with it in general. Once you have those issues sorted though, it's awesome.
     
  20. Deleted User

    Deleted User

    Guest

    Yup, the biggest thing DAZ users need to watch out for is when exporting, bake meshes to skeleton. Then all your clothes etc. will move with animations.

    Secondly, eyes.. It requires some messing around with cutout / transparency from the standard shader. Easiest thing to do is import a pure black image. On the import settings, change alpha to greyscale and then experiment with the cutout shaders..

    It does work, you just gotta mess around with it.
     
    daisySa likes this.
  21. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    A quick and dirty way to fix poke-through is to simply paint the fabric texture on the skin parts that show. Sometimes it takes a little trial an error to get it exactly but that's what layers and undo is for. I bet someone with more patience could look at the templates and figure it out exactly, but I just put it where I think looks best and cross my fingers.
     
    goat likes this.
  22. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    OK, thanks. I went and bought the general DAZ originals game license to have some more general content than what I've previously licensed.