Fps Arms 01 (Rigged)
3d model of realistic hands for game engines or other animation projects. The topology was created for high-quality animation of the hands.
Textures with a resolution of 4k(4096x4096);
Triangulation model (divided into triangles) for correct export to game engines;
Unreal Engine 5 project;
Textures include: Base_Color,Displacement,Ambient_occlusion,Emissive,Height,Normal_OpenGL,Roughness and others;
Blender file with two ready-made rigs and customized materials (watch the video);
.fbx,
Verts: 6,670; Faces: 13,292; Tris: 13,292;
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.
Unreal Engine 5 Technical Details
- Control Rig;
- Color adjustment of skin tone;
- Included textures in sizes 4096;
- Verts: 6,670 Tris: 13,292;
- PBR Materials;
- Number of Materials and Material Instances: 1 and 1
- Number of Textures: 4
FPS Arms 01
Realistic 3d hands model for games from the first person or video clips. 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:
The character was configured using Control Rig The character is fully rigged and retargeted to Epic's humanoid rig (UE5 version).
_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.
Published | about 1 year ago |
Blender Version | 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6 |
Render Engine Used | Cycles |
Misc Data | Uvs-Unwrapped, Manifold-Mesh, Rigged, Low-High-Resolution, Normal-Mapped, Textured |
License | Royalty Free |
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