Mutant 01F   Low-poly 3D model

Mutant 01F Low-poly 3D model

cgtrader

Description Blender project with customized materials and two Rigs (UE5 Rig, and Basic Rig - see the screenshot); Unreal Engine 5 project! 11 ready-made animations; 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; UE5 Technical Details: Realistic 3d Mutant model for games or video clips.Animation. Control Rig. Easy retargeting! Easily create your own animation or edit the finished one with Control Rig! Full compatibility with Epic Skeleton UE5 version. Video presentation: https://www.youtube.com/watch?v=wgu_PeT_zE0 The character was configured using Control Rig The character is fully rigged and retargeted to Epic's humanoid rig (UE5 version). A short video tutorial on Control Rig and Animation editing: https://www.youtube.com/watch?v=pN7l6O-4xZ0&t=7s Control Rig tutorial: https://www.youtube.com/watch?v=vhgPUnby1JY The model contains 11 animations attack (x3) walking (x3) idle (x2) death (x1) run (x1) jump(x1) 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; Watch the video lesson at the link. There I showed how I fixed a bunch of errors with the help of Control rig. Technical Details Eleven animations; Control Rig; Two shades of skin texture; Two textures of clothes and eyes (blind eye) Included textures in sizes 4096, and 2048; Low Poly All - Verts 19,681; Tris 38,954; PBR Materials; 4K Textures - Body, Clothes; 2K Textures - Eyes; Number of Materials and Material Instances: 4 and 7 Number of Textures: 20 Texture Resolutions: (4096x4096 - Body, Clothes; 2048x2048 - Eyes) Documentation: Important/Additional Notes: Body is cut out under the clothing. Additional bones: https://drive.google.com/file/d/18f2v-gp6h_0Bi9zrAAK_zhVY-IjY-wWp/view?usp=sharing 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.horrorcreepymonstermutantaliennightmarespookycharacterfantasyzombiecreatureevilmanhumanblenderunrealbodyclothingfantasy characterunreal engine

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