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Gita Assets

Prince_Man_Girl

Prince_Man_Girl · Unity Model · Preview 1

Asset description

My portfolio on ArtStation Prince_Princess A model for your amazing game, video, demo or movie. Key Features Low-poly Completely modular Fully Rigged Apple Blendshapes Adjustable body parts Change color eye and hair Big combination of hairstyles Smart materials. Polycount The model does not use LOD Man - BODY and Cloth Faces 49k Tris 95k Verts 49k Hair Faces 26k Tris 53k Verts 36k Girl - BODY and Cloth Faces 58k Tris 112k Verts 61k Hair Faces 14k Tris 28k Verts 19k The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config) Blendshapes Perfectly calibrated 52 Apple Blendshapes. Tested with Live Link Face in Unreal Engine 5. Can be used for Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc. Modularity The model is completely modular, you can remove or add any part you want. Unity project Supported version: 2021.3.21f1 Render pipelines: Built-in, URP, HDRP For facial animations use Blendshapes Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character LODs: (No) Rigged: (Yes) Number of Characters: 2 Modular Vertex Counts of Characters: (40k)(65k) The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config) Number of Textures: 94 Materials: 27 Texture Resolutions: (4096x4096) Supported Development Platforms: Windows: (Yes) Mac: (Yes) Documentation Link: - Important/Additional Notes: There is a transparency map in the material of the body and clothes. So that in movement one garment does not pass through the other and through the body. Please note, if you are working in HDRP, then for the Eye Emissive Glow to work, you need to add the Emissive node to the Shader Graph.

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