Modular 3d male & female
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Friday, November 4, 2022 - 05:24
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Male body taken from here:
https://opengameart.org/content/human-basaemeshes
Then reshaped into more muscular type and then into female body. UV maps are unchanged, so textures are compatible from that link and thus textures are not included in this asset, but can be seen in previews.
Armors were taken from:
https://sketchfab.com/3d-models/bandit-armor-and-clothes-game-model-d6cf...
and
https://sketchfab.com/3d-models/fantasy-scaled-armor-c592ef6e41b346bca2e...
A lot of modifications were made to armors, reshaped to those male&female bodies, uv map changed, some meshes completely changed, then decimated for optimization.
Copyright/Attribution Notice:
CC-BY 4.0 - wolkoed - https://sketchfab.com/3d-models/bandit-armor-and-clothes-game-model-d6cf54210a564ff5ab2c288bac7cd66f
CC-BY 4.0 - nordwar - https://sketchfab.com/3d-models/fantasy-scaled-armor-c592ef6e41b346bca2e7de9109388276
CC-BY 3.0 - thehumbug - https://opengameart.org/content/human-basaemeshes
File(s):
meshes.7z 1.1 Mb [151 download(s)]
armor_textures.7z 3.8 Mb [121 download(s)]
Comments
This unfortunately breaks the Asset Store EULA
You are not to re-distribute assets from Unity Asset Store unto OGA - the licensing is not compatible with this
Yes, it does. Nice catch.
But I changed them a lot, does it count as re-distribute? For example if you download if from unity asset store and then compare to meshes I uploaded you'll see they're very different, their textures aren't even compatible to the ones you can download from asset store, because even UV maps were changed. Even clothing from UMA won't fit these bodies, because female body shape was changed a lot, it even has different proportions. So it's basically new meshes which were based on these from asset store, does it still means they're re-distributed?
In that case I can quickly change body meshes to something from OGA, reshape them to those ones and then reupload. Visually they will look 99% the same, but "technically" they will be based on another meshes lol ^_^
Edit: For now I'll remove body meshes and textures, then I'll reshape those ones:
https://opengameart.org/content/human-basaemeshes
into what you currently can see in previews, change texture hue and brightness to match and then reupload them without unity asset store. Visually you shouldn't be able to spot difference, but technically I will no longer use Unity assets.
Edit: hey, moderator, you don't need to hide files, I removed body meshes and textures from archives for now, I'll update them may be today or tomorrow, when I reshape OGA's bodies to match these ones, then transfer weights and it'll be done without unity assets and will look almost the same.
Thanks for the quick edit, VRS1. I was researching the answer to this while you were removing the components.
What I discovered is that it is not quite as black and white as "Unity assets not allowed on OGA". Some Unity Assets were deemed incompatible previously, but they may have been under the non-"free" EULA and it looks like the Unity EULA has since changed. At first it looks like this derivative could be ok because, per the FAQ:
Although this asset is not incorporated into a game, can it be considered a digital product or "Licensed Product"? It does contain substantial original creative work, it has a purpose beyond distribution of the original asset, though sharing it here on OGA means its purpose could be distribution of the "Licensed Product" a.k.a. this derivative. It is not designed to allow extraction of the original asset, and it doesn't contain any SDK components.
Unfortunately, in researching this just now, I found the following within the raw EULA:
Emphasis mine. There may be other stipulations of the EULA that make Unity Assets incompatible with OGA derivatives, so if anyone knows of other things, please mention them as it will simplify this.
Per the above, the only reason this derivative of Unity EULA asstes would be compatible with licenses on OGA is if it can be considered a "Licensed Product". However, if it is a "Licensed Product", it can't be sold, transferred, blah blah blah for commercial gain. which is incompatible with all the OGA licenses.
On the other hand, the following is also in the EULA:
It could mean that Unity assets marked "Free", when combined with other assets licensed CC-BY, then the derivative inherits the CC-BY license, as the conflict causes the FOSS license to prevail. However, I do not believe that is what is being said here. I believe this is irrespective of derivative license, and the FOSS license only prevails if that FOSS license is a component of the asset on the Unity Asset Store, not a component of a separate asset being derived with it.
Any thoughts?
Regardless of that, TL;DR: This asset is fine to use. The possibly incompatible components were removed. Great work VRS1! Do the Previews reflect the newly modified version?
No, those are old previews, I'm still working on body meshes by first posing and scaling it to match unity's bodies, then manually moving vertices to match the shape almost 1:1 as much as possible, then I'll transfer vertex weights and it'll use meshes and textures from oga bodies, but the shape of body meshes will look as close to ones you see as possible. But the previews show old unity bodies which aren't included in the archives. Mesh archive contains only armature and amors, texture archive contains only armor texture atlas.
Ok. looking forward to seeing the updated previews when you have them ready. Sorry for the trouble and thanks for being so fast to adapt.
Done, I decided to not touch textures, so you'll actually see the difference, skin even has darker tone now, but anyone can easily change that if they want.
Nice topology!
As a side note, it's always fascinating how licencing can quickly become so complex. A great artist must also be a great lawyer, haha!
Can I use this commercially on Steam and not get my video game taken down? I don't want to be sued by Unity. I hope so?
I'm trying to find a better male / female player character 3D model to use for 4K 2.5D resolutions. The Flare models are just too low poly and dated looking, the poor woman doesn't even have a face mhmm lol. https://github.com/flareteam/flare-game/discussions/900#discussioncommen...
https://github.com/flareteam/flare-game/discussions/854 Could you improve this? The lady has no real face and the male does not exist. The armour is amazing looking especially the plate armour. Could you add the armours to these models? A male version to go with the Wandercall female version and perhaps a proper face for the female version too?
I'm hoping to get a proper male / female armour rig for Flare but useable in 4K. https://opengameart.org/content/isometric-hero-and-heroine This rig works fine I could keep the animation rig the same to make 2.5D frames for animations for Flare. Yet the hero / heroine really could use a better high poly 3D model swap.
Could this hero / heroine asset that you VRS1 made be rigged to work with Flare to use the Flare render animation script to make new animation frames from this: https://opengameart.org/content/isometric-hero-and-heroine / https://github.com/flareteam/flare-game/tree/master/art_src/characters/hero + https://github.com/flareteam/flare-game/tree/master/art_src/characters/h... and also include new added high poly armour options from the Wandercall assets?
As in can you make a super kickass hero / heroine rig that works with flare / spits outs animation frames like the Flare .blend files do while combining the best parts of your asset and adding new armour from the wandercall assets? To be honest I like the chunkier female 3D model from wander call but she lacks a good face and a male version and like I think I would have to try and make the Flare render animation rig work with the model. I'm just not used to doing this kind of 3D modeling animation and rendering too.
Yes:
Okay thank you.