Characters

Cyberpunk Sniper Girl

Cyberpunk Sniper Girl character breakdown covering 4 body shapes, Epic Skeleton rigging, 10 4K PBR texture sets, and Apple ARKit facial blendshapes.

Cyberpunk Sniper GirlCharacters

Resource overview

Cyberpunk Sniper Girl provides a modular female character setup equipped with specialized firearm gear, customizable material sets, and comprehensive skeletal articulation. Built to integrate into real-time environments, the asset centers on four distinct body configurations, complete skeletal controls for both primary locomotion and secondary anatomy, and technical provisions for live facial performance capture.

Mesh Density and the Four Cyberpunk Sniper Girl Body Configurations

The character geometry peaks at 29,257 faces, 50,462 triangles, and 29,999 vertices in its maximum configuration. This budget accommodates the complete mesh stack, encompassing the base anatomy, hair, multi-piece wardrobe, mechanical accents, and the dedicated sniper rifle model.

Four distinct body shapes are included within the package, spanning fully clothed variants to unclothed versions provided in a censored format. Each variation retains consistent topological standards, ensuring deformation stability regardless of which body shape is active. Because both the clothed and stripped configurations are fully rigged and retain complete blendshape data, developers can swap or transition between structural states without losing animation integrity or facial responsiveness.

Epic Skeleton Hierarchy and Rigged Secondary Elements

Skeletal binding relies on the standard Epic Skeleton and Humanoid rig hierarchy. This structural alignment allows the character to ingest existing animation libraries, locomotion systems, and combat animation blueprints with minimal retargeting friction. Footwork, weapon handling, running, and crouching cycles map directly to the underlying bone tree.

Beyond standard humanoid limb and spine articulation, the rig incorporates specific joints for fine physical adjustments. Both eyes are individually rigged to enable precise targeting direction, sight alignment, and focused gaze tracking during gameplay or cinematics. The rig also includes dedicated breast bones, enabling secondary motion setups such as physics-driven jiggle or keyframed procedural sway that reacts to combat maneuvers, recoil, and tactical locomotion.

Apple ARKit Blendshapes for Facial Performance and Streaming

Facial articulation is driven by a comprehensive library of morph targets and blendshapes engineered specifically for high-fidelity dialogue and performance capture. The mesh integrates the full standard Apple ARKit face blendshape specification, mapping directly to mobile face-tracking sensors and software-driven motion capture utilities.

This implementation allows the model to function as an interactive avatar in live-stream broadcasts, virtual production stages, and cutscenes. Individual morph channels govern eyebrow movement, cheek puffing, squinting, jaw motion, and mouth shapes. Real-time capture inputs transfer cleanly to the mesh without requiring secondary bone constraints or complex procedural skinning on the head.

Ten 4K PBR Texture Sets and MatID Masking

Visual detailing is distributed across ten separate texture sets, isolating individual material domains to maximize visual fidelity. The texture budget is divided into dedicated assignments covering:

  • Body
  • Face
  • Cloth
  • Eyes
  • Cornea
  • Hair
  • Arm
  • Leg
  • Sniper
  • Shoes (censored configuration)

All ten sets are authored at 4K resolution using standard metalness and roughness physically based rendering (PBR) workflows. The texture channel delivery includes albedo, normal, metallic, roughness, opacity, color ID, and emissive maps. The emissive channels drive illuminated cyberpunk aesthetics, while isolated opacity maps govern the transparency profiles of the cornea, hair cards, and specialized clothing trims.

To prevent uniform appearance across multiple scene instances, the included MatID masks permit real-time color shifting across major surfaces. Developers can alter the tint of the clothing, swap the iris tone through the dedicated eye textures, and adjust hair coloration without re-authoring source maps in external painting software. The presence of discrete Arm and Leg texture maps supports modular cybernetic or clothing variations by isolating limbs from the primary torso texture space.

Firearm Integration and Real-Time Production Roles

The included sniper rifle is integrated directly into the character's thematic profile, operating as an isolated textured asset that matches the visual language of the operative's gear. With its dedicated texture set, the weapon maintains its visual density up close during aiming cycles, scope-view transitions, or first-person camera perspectives.

Cyberpunk Sniper Girl is engineered for technical workflows that span third-person tactical RPGs, fast-paced action titles, and interactive virtual reality setups. The combination of clean humanoid bone naming, ARKit capture support, high-resolution modular surface sets, and optimized vertex counts allows the model to fulfill lead operative, combat companion, or live-streamed digital persona roles with equal technical consistency.

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