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UMA - 3dScan realistic textures

Discussion in 'Assets and Asset Store' started by FernandoRibeiro, Jan 9, 2014.

  1. FernandoRibeiro

    FernandoRibeiro

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    Last edited: Feb 27, 2014
  2. Kirbyrawr

    Kirbyrawr

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  3. FernandoRibeiro

    FernandoRibeiro

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  4. gridside

    gridside

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    Looks really nice! Congrats!
     
  5. FernandoRibeiro

    FernandoRibeiro

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    Thanks! It´s on final stage to get at AssetStore :)
    I´ll provide more 3dScan integrations on following weeks.
     
  6. OneShotGG

    OneShotGG

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    Skyshop is just for rendering static scenes right? Its not for like actual games?
     
  7. FernandoRibeiro

    FernandoRibeiro

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    They´ve been improving the solution, I believe at some point they will handle interpolation between their light samples.
     
  8. FernandoRibeiro

    FernandoRibeiro

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  9. FernandoRibeiro

    FernandoRibeiro

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    Hi there! I´ve started working on the next scan. This is the first step, rough mesh replacement.
     
  10. FernandoRibeiro

    FernandoRibeiro

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    Half the way on retopology, no cleaning yet.
     
  11. FernandoRibeiro

    FernandoRibeiro

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    Last update for today :)
     
  12. Antigono

    Antigono

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    Hi fernando, thank you very much for your work.
    I wanted to know if these new scans will be included in new "UMA - Athena 3dScan overlay" or as a separate package.

    Thanks!
     
  13. wccrawford

    wccrawford

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    At that price, I'm assuming the scans will each be a separate asset. I wouldn't complain if they were combined, though. ;)
     
  14. FernandoRibeiro

    FernandoRibeiro

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    Hi there!
    Sorry guys, if you take a look on commercial price of each of those scans at triplegang, and consider the amount of extra work required, you will notice how generous I´m already being ;)
    I plan selling bundles with two or more overlays for a reduced price, though
     
    tequyla likes this.
  15. LaneFox

    LaneFox

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    Dude, fantastic work. Wow!

    At that price, I don't know why everyone wouldn't want to upgrade.
     
  16. FernandoRibeiro

    FernandoRibeiro

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    First stage is done, now it´s a matter of cleaning noise and working on occlusion areas =)
     
  17. FernandoRibeiro

    FernandoRibeiro

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    Hi there guys!
    Happy to announce second 3d scan is 100% integrated with UMA =D
    I´ll update as soon it´s available on AssetStore!

     
    Last edited: Jan 24, 2014
  18. tcuvillier

    tcuvillier

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    I love it great work ! Both are definitely on my wish list for next month :)
     
  19. FernandoRibeiro

    FernandoRibeiro

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    Great to hear that =) The male one should also be on AssetStore soon!
     
  20. FernandoRibeiro

    FernandoRibeiro

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    Ohhh btw, price is getting back to 10$, I´ve already made the change on AssetStore, so it´s a matter of time.
     
  21. jzela

    jzela

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    This is great. Do you have any information on how to get Marmoset working with UMA like you have here? Looks very nice!
     
  22. FernandoRibeiro

    FernandoRibeiro

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    You will be happy to hear that Marmoset team is handling the integration with UMA =D
     
  23. John-Lattin

    John-Lattin

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    Yay, Dionysus is released. Really hoping more hair options get released sometime.

    Thanks for this!!
     
  24. FernandoRibeiro

    FernandoRibeiro

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    Hahaha you found out faster than me =D
    Yep, I´m sad I´m still really not great at working with hair :(
     
  25. John-Lattin

    John-Lattin

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    I am mostly just hoping for the UMA 3rd party asset market to explode. I haven't heard of many people making assets for it yet, which makes me sad. The best hope, so far, is arteria making a UMA asset out of their OBM and OBF.
     
  26. virror

    virror

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    There are a few different ppl making assets for UMA atm, but it will probably take a while to get them out and approved, you just have to wait ; )
     
  27. FernandoRibeiro

    FernandoRibeiro

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    Yes, people are still getting used to how it works. But I believe we can expect some high quality content con the way =)
     
  28. John-Lattin

    John-Lattin

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    Looking forward to it!
     
  29. makoto_snkw

    makoto_snkw

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    Is there any tutorial how to convert 3D model for UMA?
    I'm planning to get something done from Make Human.
     
  30. FernandoRibeiro

    FernandoRibeiro

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    There´s a series of videos, do you use zbrush?

    Cheers =)
     
  31. makoto_snkw

    makoto_snkw

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    Not a Zbrush user, yet.
    But if thats the cost, why not.
    Beside most artist I know recommends it.

    Thanks for the head ups. :D
     
  32. FernandoRibeiro

    FernandoRibeiro

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    You can also work with blender sculpt tool if you prefer, no problem at all. You might wan´t to watch the bake steps, on the following video of content creation.
    Cheers =)
     
  33. FernandoRibeiro

    FernandoRibeiro

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    Hi there!
    I´m working on some corrections on Dionysus diffuse texture, I´ll send the update to AssetStore as soon it´s finished.


    This will provide better results for situations where his arms are raised. Cheers =)
     
  34. FernandoRibeiro

    FernandoRibeiro

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    Same for Athena, I also did some color correction on her.
     
  35. Ippokratis

    Ippokratis

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    Hi,
    I have purchased Dionysus and I wish to create a standard unity skinned mesh out of it, so I can use it with a shader I create.
    I already found the textures.
    Could you please point me to a step by step guide about how to create a unity skinned mesh from Dionysus ?
    ( Great name btw ).
     
  36. FernandoRibeiro

    FernandoRibeiro

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    Hi there!
    "UMA - Dionysus 3dScan overlay" is actually a set of textures generated based on Dionysus 3d scan (http://www.triplegangers.com/index....s/dionysus/dionysus-standing-pose002-213.html) especifically for the "UMA Avatars" AssetStore category, this asset don´t provide any mesh as it is integrated with UMA male base mesh.

    I´m aware Joen´s power tools can save a prefab, mesh and texture atlas from an procedurally generated UMA avatar (https://www.assetstore.unity3d.com/#/content/14249) but in case you don´t plan using UMA at all, you might want to consider asking for a refund.

    Cheers,
    Fernando R.
     
  37. Ippokratis

    Ippokratis

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    Thanks for the response, I will opt for Joen's tools.
    Btw, check the shader ( webplayer included ) here
    It is hard to find such high quality models like yours in this price range, I think this shader could be a good fit.
     
  38. FernandoRibeiro

    FernandoRibeiro

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    You might be happy to know I´m working on a HighPoly mesh for UMA as well =)
     
  39. FernandoRibeiro

    FernandoRibeiro

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    Hey guys!
    High poly is on the way to AssetStore =D
     
  40. FernandoRibeiro

    FernandoRibeiro

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  41. GXMark

    GXMark

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    I still don't see that Marmoset has done the skin shader. Any update on this? It's been a while now since the demonstrations were put on the asset store showing marmoset skin shading without the shader released for use. I'm surprised this has not been picked up on more by the users since any realistic model will require this to look good!
     
  42. Salmonela

    Salmonela

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    I'm interested too.
     
  43. FernandoRibeiro

    FernandoRibeiro

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    Marmoset team itself is working on the integration with UMA but last time people asked, they said the integration would probably only start after GDC, they are quite busy as far I know.
    I would recommend you asking about the integration on their thread directly, so they can be aware there are many devs waiting for it.
    Cheers =)
     
  44. Harton

    Harton

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    This assets is a new race? Has some changes on the bone structure?
     
  45. FernandoRibeiro

    FernandoRibeiro

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    Not, it´s the same race, and uses identical bone structure. It´s just a new set of meshes with higher poly count and proper skinning to hold the extra complexity. They also keep the same UV layout.
    Cheers
     
  46. VicToMeyeZR

    VicToMeyeZR

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    Your high quality ones, if we use the regular characters, can we use the same settings on these high poly ones and return the same looking character?
    For example, while playing they are on the lower poly toons, then for cinematic views, the game switches to use the high poly toons..
     
  47. FernandoRibeiro

    FernandoRibeiro

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    Yes, that´s the point. =)
    I already have identified a small adjust on female torso skinning, but overall volume should match the low poly version, so content still work on both versions.
     
  48. Dirrogate

    Dirrogate

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    I downloaded and like the UMA system. So I bought the Plugin that also saves the models as prefabs.
    Everything works fine in PC builds of Unity, but the moment I switch to Android development mode, the textures look very bad (leprosy skin comes to mind)
    here's a screen-shot: $Uma_PrefaB_error_texture2.jpg

    I then went ahead and bought the Athena asset, as my aim is to have a photorealistic female for an Android Augmented Reality experiment I have in mind using Unity3D.

    Athena also displays this same texture problem in Android version, as well as becoming a low poly-count model.
    Is there any guidance I can get on setting these issues right? I'd be very grateful. (I'm a newbie to Unity 3D, and not a coder - I use Playmaker with unity)

    Here's a project description of what I'm working on, and why I need as photorealistic a model as I can get for the project. (the youtube video has a model and animation I exported from iclone)

    Kind Regards.
     
    Last edited: Mar 29, 2014
  49. FernandoRibeiro

    FernandoRibeiro

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    Most probably the problem you´re having is a consequence of texture compression.
    Try not using compression on the overlays and you will probably avoid those compression artifacts.
    You might need to reduce texture or atlas resolution, as mobile devices usually provide little memory.
    Cheers
     
  50. Dirrogate

    Dirrogate

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    Thanks for replying, much appreciated.
    I did Mae sure texture compression was not on.
    I even comverted the png textures to JPEG.

    I will try in the morning to reduce atlas size and send feedback.
    The screengrabs I took are from the PC editor (which is switched for android development)
    If any one can replicate this problem, I'd be happy to learn what the exact issue is.
    Kind regards