Hi there guys! Please take a look and give me feedback about UMA beta test website. =D
Download links are not set. I´ll update pack in following hours.
The beta starts today.
As I´ve been rewritting most of the code those last weeks, I fell like it would be fair to bring this beta for everyone, so with no more delays, here we go! Download link -> https://dl.dropboxusercontent.com/u/...k.unitypackage
There are still some known bugs, and some features won´t be available right away, but I´ll keep updating the project and list the changes.
I´m also recording videos explaining how UMA works as the final documentation will be available closer to the final release.
The raw files will be included with time, but keep in mind there are many changes being done. This means topology, rig and skin might change, so it´s not adviced to start producing final content yet.
The same also applies for code. This is WIP, so it´s not recommended including UMA directly into a project under development.
Until I get a webpage to center content for Beta, let me list the known bugs/limitations here:
- Mixing slots that uses different shaders mess with UV calculation. Until correcting this, it´s recommended to add all slots sharing the same shader in sequence.
- overlay rect generates different behavion on Indie and PRO. Until then, overlays might need to keep the same size as base textures.
- White border on female hair 02 without using atlas sharing will be handled with a proper alpha channel.
- Atlas is not optimized and might not bring most efficient solution.
- UMA serialization will be rewritten considering the adjusts I´ll handle this next week. Any multiplayer/mmo dev planning sharing data between client and server, please keep an eye on umaPack() that will be included.
- UMA still only works when the game is running and resulting UMA still can´t saved. This will be handled together with serialization.
Below is youtube playlist for UMA videos.
Ok guys, time for some big news =)
I´ve just finished rewritting the atlas solution + overlay calculation and would like to share a bit of how it works with you. With this, we are very close to beta
As you can see on below image, we have two female avatars and their diffuse atlas. All color from skin/clothes is calculated, the same applies for normal maps, specular data and any extra textures (I still need to handle adjust per overlay).
One nice strategy that I´ve been playing with for saving texture area is using the overlay technique even on extra 3d meshes. You can identify on second female that her jeans is being overlayed, while the shirt isn´t. This is specially powerful to reduce memory usage and even to get a better transition between the content and base mesh. I´ve kept the shirt as a separated atlas section to bring a better contrast on the two possibilities.
You can also notice the same applies for hair on both of them
I´m using Jukka Jylänki's algorithm http://clb.demon.fi/projects/more-rectangle-bin-packing for Texture atlasing, ported to c# by forum member @mudloop http://forum.unity3d.com/threads/130...exture-Atlases.
Hope you guys like the update
New webPlayer from @UnLogick (06/30/2013)
WebPlayer Link -> http://glscene.com/unity/CharacterCu...UMA_Japan.html
Updated WebPlayer (06/27/2013)
I've worked closely together with Fernando to create this webplayer. It contains the main features I really wanted to see from the system.
Customizing the shape
Customizing the colors
Adding props overlays and meshes
Lightning fast reaction to changes!
1 Draw call for the entire character! All changes are baked to the atlas.
WebPlayer link ---- > http://glscene.com/unity/CharacterCu...WebPlayer.html
You can rotate the camera by dragging the mouse while holding right mouse down, if you don't have a right mouse button you can use left mouse button together with CTRL or COMMAND. On windows you'll see a texture bug while resizing, this is because under directx render textures becomes corrupt when the device is lost, to avoid that issue you can convert the render texture to a Texture2D, it takes a bit more time but then you don't see that flicker.
After being able to present this webplayer I think its fair to call it beta ready. But as I said variable renames will cause you to loose all data. So enjoy the webplayer while you wait.
Word of warning I managed to crash Chrome with it, so I instantly pressed the Submit crash report. Please, please. pretty please... if you too manage to crash your browser with this beta webplayer do submit the crash report I will be looking at it personally.
Updated Video (06/06/2013)
Updated images (04/12/2013)
(Right click to get high resolution image)
High poly female sculpt.
Real time female head, using skin shader.
Updated images (02/15/2013)
Some tests of cloth and shape variation. This cloth piece was a fast test, you can expect better quality content on final version.
(Right click to get high resolution image)
Testing variation of texture resolution, 4 different resolution combinations.
Each of those guys generates only one draw call. Of course adding lights / shadows adds more drawcalls.
Updated images (01/12/2013)
(Right click on images to get full resolution version)
human zbuilder normal maps used on prototype.
Updated news (12/11/2012)
I´m working with the asset store team to bring a more complete avatar system.
For now, there´s not much more I can tell, but i´m very happy with how this solution is evolving! =D
Warning: Webplayer contains nudity
Webplayer link -> http://huika.com.br/eve (old demo, not updated)
First video -> http://www.youtube.com/watch?v=AGOxHTAIX-w
Second Video -> http://www.youtube.com/watch?v=E400OVxBjT0
I´m developing a procedural character generation solution, and would like to show what I´ve reached so far.
Right now I´m working on clothes and hair / facial hair.
I´m still working with only one male/female normal map variantion. When I generate more of them, it will be possible to get more character variations, the same apply to skin color and other important elements.
For now, there´s only one LOD, but I´m also considering the generation of mesh complexity variations (this one is ~2500 vertices).
I would love to test if my solution works well together with Mecanim and directx11 hair, I´m just waiting to have acess to the trial
I´ve been working on this for about 2 months now on my free time and both art and programming are done entirely by me.
All textures are generated at 4096x4096 for extreme quality and flexibility, and reduced for this webplayer demo.
Please, fell free to ask me questions and give me some ideas =D
The webplayer tech demo generates 25 random characters each time the player is loaded, and the one in center can be edited using the sliders.
All GUI is just placeholder