Kijo Demon

Japanese female demon aimed for high end machines that include facial bones and apple blendshapes complete with ik asset, retargeter for both ue4 and ue5 skeletons and a control rig.

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Description

A japanese demon inspired by popular yokais such as hannya and kijo.

The model is intended to be used only on high-end machines.

The skeleton is the base ue4 mannequin with additional bones such as elbows, knees, foot toes and additional twist bones. IK retargeter is provided to make retargeting extremely fast and easy with no effort for both ue4 and ue5 skeletons.

An example blueprint is provided using the epic third-person template animations.

A very basic control rig is also included as well as physics asset for ragdoll, and cloth collisions.

Hairs and clothes have functional cloth simulation using low poly proxy meshes in order to achieve a decent simulation cost.

Materials for both the skin and clothes are highly customizable and easy to understand thanks to the new named reroute nodes in the material editor and make use of all unreal shaders features from subsurface scattering to cloth fuzz.

Materials are somewhat heavy to render due to the high amount of details included, specifically eye occlusion and eyes tearline are really heavy but you can disable them if you do not plan to have really close shots on the face without noticing a real difference.

No LOD are provided.

The skeleton is based on the default ue4 mannequin skeleton with the following additional bones (please not that a retargeter is already included for the epic default skeletons):

== BODY==

pelvis tweak

breasts

elbows

additional upper and lower arms twists

knees

addition thigh and calf twists

toes

neck twist

== FACE ==

face root

eyes

lower teeths

upper teeths

tongue (3 bones)

jaw

Technical Details

Rigged: Yes

Rigged to Epic skeleton: Yes with additional bones (see full description above)

If rigged to the Epic skeleton, IK bones are included: Yes (UE5 IK Retargeter included)

Animated: No (Control rig included)

Vertex counts of characters: 61k – 90k

Number of Materials and Material Instances: ~30

Texture Resolutions: 2k – 4k

Supported Engine Versions

5.0 – 5.3