Zombie Human Destroyer

Description

VIDEO DEMOhttps://www.youtube.com/watch?v=n1C1_EJN_OM

3D MODEL ONLINEhttps://skfb.ly/pqXJt

3D MODEL ONLINE 2https://skfb.ly/pqXMR

3D MODEL ONLINE 3https://skfb.ly/pqZuG

MODEL ONLINE 4https://skfb.ly/prosD

DEMO SCENEhttps://drive.google.com/file/d/1QPPcxigRoAXK8lUXklCcVEVtAexGr4YR/view?usp=sharing

UPDATE 3.0!

1) Added random character generation

2) Added Utility widget for editing a character in edit mode (without launching the game)

3) Added the ability to animate parameters in the sequencer

4) Fixed minor bugs

 

 

!!! ATTENTION THE FIRST LOADING OF THE PROJECT MAY TAKE FROM 1 TO 4 HOURS (DEPENDING ON THE POWER OF YOUR PC) DON’T BE AFRAID THIS IS NORMAL BECAUSE OF THE LARGE NUMBER OF LODS AND MORPHTARGETS, ALL SUBSEQUENT LOADINGS WILL BE FAST!!!

Also please note that procedural generation is in beta and can significantly reduce performance. For better performance, use the pre-generated versions of the zambians included in the project.

This set is a modular procedural system that can be used for several purposes.

 

1) almost procedural chopping, stabbing a character

with beautiful pealistic cuts based on visible anatomy, and complete their modification with the help of an international number of morpho-targets that allow early pains to be ugly or smooth large, deep or superficial, and open fractures.

Severed limbs have well-tuned physics

which is ideal for various cases, for example, mine explosions, fear of swords, or relies on a drive without observing industrial safety regulations

so much more

 

2) To create good characters like zambi mutants, due to various combinations of different body parts in various builds from thin and pumped up to fat, combinations of different material parameters can be easily achieved by a sequence of numbers of zombies that are different from each other.

they can be pre-configured either using a half-widget or by manual assembly from individual parts presented in the project (the project will provide several examples of what results can be achieved)

This option is also great for horror games in a laboratory or in a psychiatric hospital where surgical interventions are performed on people, since this set provides the possibility of surgical incisions.

Special attention is paid to the internal body, and their physics of behavior where the intestines are given special attention.

 

Additional little things

Between the main characters, from which you can directly combine different configurations in the set, there are also additional objects, such as these.

manufactured pieces of meat of various types, several full bones, as well as streaks of blood on the meat and skin, crusts also have a peculiar physics, all of this can be used as additional parts of the WFH, for example, when a character is jerked after an RPG or other highly explosive impact is detonated at him

 

Materials

The project uses high-quality high-resolution PBR materials, as well as built-in subsurface scattering for more realistic textures.

Project materials have options that allow you to seamlessly switch between different types of textures, e.g.

Clean, bloody, de-haired or rotten

As well as basic brightness, roughness and texture tone settings for all materials.

 

Optimization and detailing

The project presents several model options

1) With a high level of detail in the sections where the intestines, meat, bones and the like are made in the form of a separate geometry, which is perfect for PC games for the most beautiful and detailed picture and at the same time good optimization

2) With a high level of optimization where the cuts are made without additional geometry but only as baked normals, which also look very good but can be run on literally any device

 

Prospects and compatibility

In the future, when creating the next projects and characters, I plan to make them compatible with this project, which would create a gradual eco-system, where it will be possible to conveniently and quickly apply the system to different characters, when, when creating, for example, a knight, these samples will be initially thought out, to maintain the ability to cut along these trajectories

Also in the future, a separate set is expected, but from robots, which will be compatible with this set, which in the future will make it possible to obtain cyborgs

Well, as far as possible, he tries to improve and, possibly, supplement this set itself.

 

Technical details

Features: (Please include a full, comprehensive list of the features of the product)

  •  Modularity
  •  Procedural
  •  Realism

Rigged: Yes

Rigged to Epic skeleton: Yes

If rigged to the Epic skeleton, IK bones are included: Yes

Animated: Yes (Epic animation)

Number of Animations: 7

Animation types In-place

Number of characters: 216

Vertex counts of characters: 100 – 180к

Number of Materials and Material Instances: 33

Number of Textures: 127

Texture Resolutions: 8192*8192 , 4096*4096

Supported Development Platforms:

Windows: Yes

Mac: Yes

Documentation: Link https://drive.google.com/file/d/1yppAgRzsRlsTRJX3aoktmR9AfRHPACzS/view


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