Shenya's Specs

Shenya 1 (Jacket + Long Jeans Outfit)(71.2k Tris)
Shenya 2 (Hoodie Jacket + Short Jeans Outfit)(65.5k Tris)
Fullbody(38.4k Tris)
Hair1(13.2k Tris)
Hair2(15.3k Tris)
Hair3(12.7k Tris)
Hair4(15.6k Tris)
Tanktop(2.7k Tris)
Jacket(13.4k Tris)
Hoodie(Jacket(9k Tris)
Jeans(7.6k Tris)
Short(Jeans(4k Tris)
Cap(1.5k Tris)
Belt(1.7k Tris)
Boots(7k Tris)
Long Boots(9.6k Tris)
Sunglasses(1.7k Tris)
Accessory1 (Includes 3 necklaces, 2 earrings and 1 bracelets; Hide or unhide parts using material)(2.8k Tris)
Baseball Bat(0.5k Tris)
  • Epic UE4 Mannequin Skeleton (No Additional Bones)
  • Modular Jacket, Hair1, Hair2, Hair3 and Hair4 has additional bones for enhanced dynamic simulations using KawaiiPhysics or other compatible systems
  • Clothing is setup for the hairs and enabled by default.
  • Includes Modular Hairs with additional bones for enhanced dynamic simulations using KawaiiPhysics or other compatible systems
  • Includes basic movement animations: Idle, Walk, Run, Jump_Start, Jump_Loop, and Jump Jump_End (retargeted from UE4 Mannequin animations).
  • Additional demo idle animations retargeted from Paragon character Aurora and Echo are provided.
  • Includes a smile-and-blink animation (Anim_Shenya_Smile_Blink) that can be applied additively in the Anim Graph.
  • Includes a few poses (T-Pose & A-Pose) for animation retargeting.
  • Head has all Apple Blendshapes (refer to Apple’s ARKit) and can be used with the LiveLink plugin.
  • Please note that currently, there is no blueprint setup for LiveLink, and the blendshapes have not been tested due to the lack of access to Apple device
  • PBR (Physically Based Rendering) Metallic/Roughness Textures
  • Normal Map Format: OpenGL (all Normals textures have Flip Green Channel)
  • Basic Texture Set: Diffuse (T_***_D,) Metallic Roughness AO (T_***_MRAO), Normal (T_***_N)
  • T_***_MRAO textures pack 3 channels: Metallic in Red Channel, Roughness in Green Channel, and AO in Blue Channel
  • Some mesh has RGB Texture (T_***_RGB) that are used in the material to adjust colors.

Texture Resolutions

  • Body 4k, Head 2k, Eyes Eyeshadow 1k
  • Hairs 2k
  • Clothes 2k
  • Staffs (Weapons) 2k

Body

  • Diffuse, Normal and Roughness textures.

Eyes

  • Diffuse, Normal, Specular and Height (for ParallexOcclusion)

Cloth, Hairs and Staffs

  • 2k Diffuse, Normal, MRAO, RGB (Tint mask)
  • 2 Staffs Texture Sets: Staff1, Staff2
  • 5 Cloth Texture Sets: Hair1 to Hair5
  • 14 Cloth Texture Sets: Bloomers, Boots1, Boots2, Gloves, Hat1, Hat2, Hat3, Shoe1, Skirt1, Skirt2, Skirt3, Tops1, Tops2, Tops3
  • Includes basic master materials (MA_Generic) and specialized variants for masking (MA_Generic_Masked), color adjustments (MA_Generic_Tint), or both (MA_Generic_Tint_Masked).
  • Skin material features parameters to modify fingernail and scalp color, add tattoos (using a mask), and adjust skin color, brightness, desaturation, roughness, and specular intensity.
  • Meryl and Lia (my other character) share many of the same materials. Check out Lia Asset Overview for some demos on the materials.

Eyes

  • Eye material includes parameters for adjusting eye color and cornea size.
  • A Duo eye material allows each eye to have a different color.
  • For cinematic quality, the showcase video uses the Metahuman eye shader. You can migrate the shader, apply it to Shenya’s eyes, and adjust the iris size for a similar look. More info about using Metahuman Eyes here.
  • Eye shadow opacity can be customized.

⚠️ Notes

  • No LOD (the LOD in previous version has been removed)
  • No Blueprints
  • No Animations (only some retargeted for demo purposes)

Updates

  • 2024-08-26: Fix broken blendshapes specific to UE5.4
  • 2023-10-17: Shenya 3.0 (Adjust face, body, skinning, materials, preview level, etc. Rework 2 existing hairs and added two new hairs. Added Accessory and a baseball bat. Added Tpose and some other poses.)

Features

Morph TargetsYes~55 Apple Blendshapes
Full Body Under ClothesYes
Source FbxIncludedYou can find the source fbx files in the Source > Fbx folder
Change Material ColorYesRGB Mask Textures are provided to make color changes
SkeletonBased on UE4 MannequinNo Additional Bones
TexturesPBR (Physically Based Rendering)Metallic Roughness Workflow
AnimationsOnly Demo AnimationsRetargeted UE4 Mannequin Default Animations, a few of Paragon Animations and a few of Echo's Animation (for Demonstrations only)

Additional Bones

Additional Bones for Dynamic Meshes

Naming Conventions

In the Oct 2023 update of naming convention to the bones, I have switched to use SC_ (which stands for Skeleton Chain) as the prefix to all bones.

I might change this again in the future if I found a better way to name them.

How to read the list below? Take Hair1 as an example:

SC_01_01 is the root joint while SC_01_end is the end joint. The end joint is not weighted, which means it doesn't affect anything no matter how it transforms.

The first joint chain (SC_01) starts from the left front side of the character and ends at the right front side of the character (SC_07) (It goes counter-clockwise, if looking from the top of the character)

In the naming convention below, I will use this format: SC_01(5) which indicates a joint chain of 5 ((5)) joints.

DYN_Hair1

hair1_front_c(5), hair1_front_r(5), hair1_front_l(5), hair1_side_r(5), hair1_side_l(5), hair1_back1_r(5), hair1_back2_r(5), hair1_back3_r(5), hair1_back1_l(5), hair1_back2_l(5), hair1_back3_l(5)
(55 Additional Bones)

Change Log

Shenya 3.0.3

2023-12-28

  • Added Source Fbx files
  • Added Pose Asset for retargeting

See the page Retarget Pose

See related video: Unreal Engine 5 Animation Retargeting Demo - with Rabbit Heart Character Shenya



Shenya 3.0.2

2023-11-12

  • Fixed some small mistakes in the head shape and head blendshapes


Shenya 3.0.1

2023-10-31

  • Some minor update.

— Just a note

There might be some unintended modification to the files during works for Cloth Pack1. This update shouldn’t affect anything if you already using it but let me know if something got broken.

  • Some body parts added for *Cloth Pack1:

    • SK_Shenya_BP_Arms_for_tshirt
    • SK_Shenya_BP_Chest_for_buttonup
    • SK_Shenya_BP_Head_Chesttop
    • SK_Shenya_BP_Middle_Torso
    • SK_Shenya_BP_Torso_for_croptop
  • Modified MA_Generic_Tint to add one more Color4 for tint, it uses the Black area, although this shouldn’t be too useful for existing materials. It’s particularly used for a shoe in Cloth Pack1 because I wanted to change the color of a part outside of the RGB Channel. (Note to self: probably can also use the alpha channel)

  • Added Normal Multiplier (Basic Parameters) to some of the master material, to tweak the strength of the normal map.

  • Reduced the Maximum Texture Size for TeethTongue to 512 (Default imported is 2048).



Shenya 3.0

2023-10-18



Shenya 2.0

2022-10-15

Old Updates Log