Tag Archives: figure creation

ManuelbastioniLAB 1.6.1

ManuelbastioniLAB 1.6.1 adds hair props,  automatic rigging for proxies (clothes), and improvements to the female body and ethnic facial details.

  

Version 1.6.1 of ManuelbastioniLAB, the free and open source character editor for Blender, is available for download.

New features:

  • Assets library, with four hair models
  • Automatic transfer of rigging weights from body to proxy
  • Improvement of human base models
  • Improvement of proxy fitting process using a subset of polygons
  • Human hair shader for Cycles
  • Toon hair shader for Cycles
  • Custom name for finalized characters
  • Expressions parameter for eyes rotations

http://www.manuelbastioni.com/

Video

Transfer Mixamo Fuse 1.3 content to Adobe Fuse CC

Transfer legacy figures, clothing, and hair from Mixamo Fuse 1.3 to Adobe Fuse CC
A step-by-step video tutorial for beginners.

  • Recover the old Mixamo Fuse base bodies and missing content!
  • Add some funky (slightly lower-res) figures to Adobe Fuse CC!
    (Muscular, Thin, Stocky, and Teen figures)
  • 100% Compatible with Adobe Fuse CC. Use PBR substances and the new skin shader!
  • Mix-and-match old with new figures! Share the heads and body parts! Fuse don’t care!
  • Fusette” from Mixamo 1.3 is NUDE!!! Omigosh, what–? Did you say NUDE? Yes, nude!

How much is this going to cost me? NOTHING! It’s FREE on Steam! Go download it now!

If you like this tutorial click like (thumb?) or comment, and I’ll make some more.

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Script for importing Adobe Fuse character model into Unity (fixes materials)

A common beginner’s complaint in the Fuse forums is the confusion of how to set up Unity’s Standard Shader to interpret alpha channels. The Standard Shader has four opacity modes: Opaque, Cutout, Fade, and Transparent. Unity detects the alpha channel in the Fuse textures and defaults to transparent – appropriate for glasses but not hair or eyelashes.

Saulth created a script to simplify the import workflow of Adobe (Mixamo) Fuse CC figures in Unity. In addition to fixing the opacity issues, the script will also:

  • Set shader render modes correctly per material
  • Create new materials for Eyes and Eyelashes
  • Correct the MetallicAndSmoothness map (has inverted alpha)
  • Set texture import settings correctly (alpha channel, normal maps)
  • Set smoothness per material to roughly match visuals in Adobe Fuse CC (beta)
  • Create prefab ready for easy use

Download the script from the Unity Forums:
Script for importing Adobe Fuse character model into Unity (fixes materials)

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Morph3D Artist Tools released

Morph3D has announced Artist Tools to create clothing, hair, and props for their figure system. The tools are free to use until June 2017, when a TBA subscription fee kicks in. A number of licensing restrictions also apply, including a share of any in-app purchases where the tools would be used to create add-on game content.
Read full user agreement here

The Morph Character System (MCS) has already impressed the game, application, and VR world by rolling out the ability to create realistic custom avatars. That means game designers can build or even let their players build their own unique, high quality characters. It is this very flexibility that has platforms like High Fidelity and VR Chat jumping on board.

At the heart of that value proposition this is the ability to have add-on content that will change and fit to any character type or shape.

Now, with the launch of Morph 3D’s Artist Tools game designers can take characters even further by designing their own content to be used with MCS. This allows an artist to make content that will change dynamically and work for a huge variety of characters and applications. Additionally, it means that artists will be able to work with Morph 3D to sell their work to the growing number of app and game developers also using MCS.

https://www.morph3d.com/artist-tools