Description
A modular character crafted in medieval setting. Suited for games and animated films.
The armor pieces are fitted on the male/tall MetaHuman preset.
Load your MetaHuman head into the head slot in the blueprint and choose different combinations of clothing options using the lowerbody (Mesh) slot, Upper Body, Hands and two accessory slots, for pauldrons and helmet. You can customize your blueprint character inside the level or in blueprint edit mode.
CONTENTS
-Meshes
4 lower body assets
5 upper body asset
1 hands asset
1 helmet asset
1 pauldrons asset
4 naked body assets (head, torso, hands, legs)
-Armor combinations
1 Lowerbody, 1 Upperbody, 1 Hands, 1 Head, 0/1 HeadAccessory and 0/1 UpperbodyAccessory
All assets have a letter as suffix to indicate variations to the main body part (e.g Lowerbody_A, Lowerbody_B, Upperbody_E).
You can place your own MetaHuman male head and body, but the body parts provided are best fitting with variations of the armor.
-Textures
4k, 2k and 1k texture samples
4k diffuse maps
2k downscaled normal maps
1k downscaled reflection/occlusion maps
-Materials
4 master materials (cloth, cloth with coloring, iron with opacity and steel)
16 material instances
-Blueprints
1 playable character
1 preview character (no camera or input logic)
2 post process animation blueprints to control the accessories (helmet and pauldrons)
-Animations
1 animation for the helmet's visor
-Morphs
1 corrective morph target to move the waist plates according to the animation's needs
-Maps
1 demo map
REQUIREMENTS
The following plugins need to be enabled, same as MetaHuman projects, minus the Quixel Megascans plugin
Groom (HairStrands)
RigLogic
Live Link
Live Link Control Rig
Control Rig
Apple ARKit Face Support
NOTES
The visor can be raised or lowered by pressing 'Right Mouse button' while playing using the third person character blueprint (BP_ModularKnight)
The pauldrons are moving with kinematic physics and skeletal rigging. This can be changed by disabling the post process animation blueprint
The upper bodies that have the cuirass utilize a morph target to animate the waist plates. This is done via by altering the corresponding animation, adding the Fault Retract curve and changing it's values from 0 and above. Negative values are not recommended.
All clothing assets utilize chaos clothing simulation where applicable.
The character blueprint is composed out of skeletal meshes, 6 main slots for each item and 6 facial hair slots (mesh - lowerbody, upperbody, upperbody accessory, hands, head, head accessory and all facial hair slots)
Included formats
- versions