"7b46a695175d8694"{"id":"1001528","slug":"k-pop-series-mina","title":"K-POP SERIES - Mina","category":"Humans","engine":"4.24+,5.0+","assetVersion":"","engineVersion":"Engine Version: 4.24+,5.0+","tag":"Humans","accent":"blue","visual":"mech","summary":"Modular stylized character Mina features 4K PBR textures, 52 ARKit blendshapes, multiple outfits, and an extended UE4 Epic Skeleton hierarchy.","platform":"Unreal Engine","publishedAt":"2026-10-09T17:22:33.205Z","updatedAt":"2026-10-09T17:22:33.205Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 4.24+,5.0+"],"featuredImage":{"alt":"K-POP SERIES - Mina","src":"/wp-content/uploads/published/2026/10/3e40e7c5797d-c0473200-f6c1-420c-9084-9cc53ab02863-ce249513ef.webp"},"hasDownloadLink":true,"downloads":0,"terms":[{"taxonomy":"category","slug":"humans","name":"Humans"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/10/30c1e7d23a54-9a64214e-cb3b-4caf-adb7-698d1386bb1c-7daa526d86.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/7028bdca133b-bd305b06-19c5-42c1-a4d6-7615d365fdb8-a385af539c.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/bbae923d40d4-d06b3644-e4ba-4e7f-ad06-5a096dbd572e-4abf0ce1a9.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/a507631e9328-0e34567a-a2a2-42aa-827c-6a203657c57d-4bf33f3869.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/463032eb0b0b-5369ad45-c9d6-4bde-b7fe-89eba9874c15-5640b2e4b6.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/758adaaf71d5-4da4a386-7286-42c5-b598-d53770f01f76-a9e10f8abe.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/24446ffd7553-ba0d3f9f-ea44-4641-b9ea-c66cb2576cda-c7acdc29fa.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/e3b128d208ec-229663cf-d7ce-423e-950e-34c316e1de57-1a151e3f06.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/087abb519143-5e2ea52e-74b4-4964-a43e-9531fccd498c-a6cd4d45c4.webp","alt":"K-POP SERIES - Mina"},{"src":"/wp-content/uploads/published/2026/10/4f22ffc086d0-15af0cf3-28eb-4f04-8ed0-60166e0d4cbe-ec3428075d.webp","alt":"K-POP SERIES - Mina"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"K-POP SERIES - Mina.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive"},"contentHtml":"\u003cp\u003eMina arrives as an animated real-time character configured with interchangeable wardrobe layers, expressive facial capture targets, and an underlying rig matched to contemporary game engine animation pipelines. Designed as part of the broader K-POP Series alongside Ryu, Sun, and Lola, the character is set up to handle rapid visual transitions between staged musical performances, casual streetwear, and foundational base meshes without requiring custom animation retargeting across the cast.\u003c/p\u003e \u003ch2\u003eCostume Variants and Modular Geometry Slicing\u003c/h2\u003e\n\u003cp\u003eCharacter customization relies on a segmented base mesh designed to eliminate geometry clipping beneath garments. Rather than keeping a continuous body mesh fully active under tight layers, the torso and limbs are separated into isolated zones. Disabling or hiding mesh segments located directly under the clothing removes unsightly intersections during extreme poses while stripping down active triangle counts in dense scenes.\u003c/p\u003e \u003cp\u003eMina is packaged across four distinct assembly configurations, each holding a dedicated geometric footprint:\u003c/p\u003e\n\u003cul\u003e \u003cli\u003e\u003cstrong\u003eMina Performance:\u003c/strong\u003e 58,730 faces, 114,233 triangles, and 63,032 vertices.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003eMina Casual:\u003c/strong\u003e 53,699 faces, 103,334 triangles, and 57,355 vertices.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003eMina Lingerie:\u003c/strong\u003e 40,862 faces, 78,656 triangles, and 44,445 vertices.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003eMina Nude:\u003c/strong\u003e 39,728 faces, 76,408 triangles, and 43,168 vertices.\u003c/li\u003e\n\u003c/ul\u003e \u003cp\u003eNo automatic level of detail (LOD) hierarchies are embedded in the files. Geometry efficiency relies on toggling these modular pieces off when concealed. Underwear is included within the wardrobe setup, and the character supports full stripping down to the base model. The base body skin map comes censored by default, though an uncensored texture alternative can be swapped in. Anatomical adult elements are represented strictly through two-dimensional texture mapping rather than sculpted geometry, custom bones, or morph targets.\u003c/p\u003e \u003ch2\u003eEpic Skeleton Structure and Mina's Extended Bone Hierarchy\u003c/h2\u003e\n\u003cp\u003eThe core deformation structure is anchored directly to the Epic Skeleton hierarchy established for Unreal Engine 4. The primary bone chain remains clean and unaltered, allowing the mesh to accept standard humanoid animations out of the box. Skinning and rigging were executed cleanly in Autodesk Maya without proprietary plugins, leaving a standard joint hierarchy unencumbered by bespoke rig control objects.\u003c/p\u003e \u003cp\u003eTo handle moving hair locks, jewelry, and multi-layered fabric pieces, an array of supplementary bones extends outward from the main skeleton tree:\u003c/p\u003e\n\u003cul\u003e \u003cli\u003e\u003cstrong\u003eFacial and Torso Nodes:\u003c/strong\u003e \u003ccode\u003eEye_l\u003c/code\u003e, \u003ccode\u003eEye_r\u003c/code\u003e, \u003ccode\u003eBreast_l\u003c/code\u003e, \u003ccode\u003eBreast_r\u003c/code\u003e, \u003ccode\u003eEarring_l\u003c/code\u003e, \u003ccode\u003eEarring_r\u003c/code\u003e.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003eHair Strands:\u003c/strong\u003e \u003ccode\u003eHair_back_01_l/r\u003c/code\u003e, \u003ccode\u003eHair_front_01-03_l/r\u003c/code\u003e, and \u003ccode\u003eHair_back_01-03_mid\u003c/code\u003e.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003ePerformance Wardrobe:\u003c/strong\u003e \u003ccode\u003ePerf_belt_01\u003c/code\u003e Alongside chains \u003ccode\u003ePerf_skirt_01-05_01-04\u003c/code\u003e.\u003c/li\u003e \u003cli\u003e\u003cstrong\u003eCasual Skirt Structure:\u003c/strong\u003e \u003ccode\u003eCasual_skirt_back/side/front_01-03_l/r\u003c/code\u003e And stabilization bones \u003ccode\u003eCasual_skirt_fix_bone_front/back_01-02\u003c/code\u003e.\u003c/li\u003e\n\u003c/ul\u003e \u003cp\u003eThese supplementary branches enable developers to hook custom procedural physics directly to skirts, belts, earrings, and tresses. In Unreal Engine workflows, dynamic motion on these components operates smoothly via KawaiiPhysics or native rigid-body nodes. Because the core skeleton matches other female releases in the creator's lineup—including cross-compatibility with the Roxy base character—animations and wardrobe elements can be interchanged across shared project files.\u003c/p\u003e \u003cp\u003eMotion behavior has been validated across standard industry animation frameworks. Verified compatibility includes the Lyra Starter Game, Game Animation Sample Project, Advanced Locomotion System v4 (ALSv4), standard third-person templates, Female Interactions Animations, general motion capture libraries, ARLS with Horse Animset, Succubus AnimSet, Valley of the Ancient, and Close Combat: Swordsman.\u003c/p\u003e \u003ch2\u003e52 ARKit Blendshapes and Anatomy Morphs\u003c/h2\u003e\n\u003cp\u003eFacial performance is driven through 52 calibrated ARKit blendshapes, giving the head full compatibility with Apple Face ID capture systems and live-streaming VTuber setups. The shape targets map directly to Apple Live Link Face in Unreal Engine 5 as well as Face Capture utilities inside Unity. The shapes translate cleanly into tools such as FaceWare, VTuber software, VRChat, MMD, and specialized real-time facial capture pipelines.\u003c/p\u003e \u003cp\u003eOutside of standardized facial expressions, the model packs specialized parametric body morphs that operate across all wardrobe variants:\u003c/p\u003e\n\u003cul\u003e \u003cli\u003eProportional sizing adjustments for both breast and glute volume.\u003c/li\u003e \u003cli\u003eEars capable of sliding between baseline human anatomy and elongated fantasy elf shapes.\u003c/li\u003e \u003cli\u003eDynamic dimension sliders to lengthen finger nails and hair strands.\u003c/li\u003e\n\u003c/ul\u003e \u003cp\u003eBecause these morphs deform the clothing meshes in parallel with the base anatomy, developers can alter Mina's silhouettes without introducing skin poke-through or breaking garment seams.\u003c/p\u003e \u003ch2\u003e4K PBR Textures and Material ID Recolor Workflows\u003c/h2\u003e\n\u003cp\u003eSurface shading relies on eight distinct texture map sets covering the Body, Head, Clothes, Shoes, Teeth, Hair, Eyes, and Lashes. All main textures are exported at 4096\u0026times;4096 resolution and packed for efficient video memory footprint across modern GPU pipelines. The full set incorporates maps for Base Color, Normal, Roughness, Metallic, Ambient Occlusion, Material ID, Opacity, and Emissive channels.\u003c/p\u003e \u003cp\u003eThe included Material ID maps allow developers to isolate sub-elements across the skin, iris, hair strands, and costume components. Within the Unreal Engine project (configured for engine versions 4.19 and newer), pre-configured Material Instances leverage these ID masks. Rather than modifying raw diffuse textures in graphic design software, art teams can restyle costume colors, darken hair strands, or modify eye hues in real time through parameter scalar and vector inputs inside the material editor.\u003c/p\u003e \u003ch2\u003eProject Configuration and Pipeline Integration\u003c/h2\u003e\n\u003cp\u003eWithin the native Unreal Engine project format, Mina includes separated modular meshes pre-configured for Master Pose Component and Leader Pose Component workflows. Standard third-person locomotion animations and wind simulation setups for the hair are packed into the asset folder. Gameplay blueprints are intentionally omitted, allowing technical animators to drop the skeletal meshes directly into their own character pawn hierarchies without untangling conflicting blueprint logic.\u003c/p\u003e \u003cp\u003eFor cross-engine development, FBX and OBJ source files can be integrated into external Digital Content Creation (DCC) software such as Blender, Cinema 4D, and 3ds Max. Because the skeleton hierarchy and deformers were authored specifically within Maya, external software packages may require manual parameter checks when reading joint orientations and blendshape sliders. For production pipelines looking for a complete modern pop idol or urban stylized protagonist, Mina supplies an interconnected, production-ready balance of modular flexibility, facial mocap support, and lightweight asset integration.\u003c/p\u003e\n\n\u003ch2\u003eContinue Browsing Similar Packs\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/k-pop-series-lola/\" title=\"K-POP SERIES - Lola\"\u003eK-POP SERIES - Lola\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/tempest-ninja-shadows-series-stealth/\" title=\"Tempest Ninja - Shadows Series Stealth\"\u003eTempest Ninja - Shadows Series Stealth\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/xiao-jue-asian-girl/\" title=\"Xiao Jue - Asian Girl\"\u003eXiao Jue - Asian Girl\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/assassin-girl-modular/\" title=\"Assassin Girl Modular\"\u003eAssassin Girl Modular\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/cosmo-cat-girl/\" title=\"Cosmo Cat Girl\"\u003eCosmo Cat Girl\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":7030,"navigation":{"current":16,"total":3481,"previous":{"id":"1001529","slug":"knives-vol-1-hunting-4k-textured-fps-tactical-knives","title":"Knives VOL.1 - Hunting (4K Textured FPS Tactical Knives)","category":"Weapons \u0026 Combat","platform":"Unreal Engine","updatedAt":"2026-10-09T17:23:34.369Z"},"next":{"id":"1001527","slug":"k-pop-series-lola","title":"K-POP SERIES - Lola","category":"Humans","platform":"Unreal Engine","updatedAt":"2026-10-09T17:21:56.867Z"}},"relatedResources":[{"id":"1001527","slug":"k-pop-series-lola","title":"K-POP SERIES - Lola","category":"Humans","engine":"4.19+,5.0+","assetVersion":"","engineVersion":"Engine Version: 4.19+,5.0+","tag":"Humans","accent":"blue","visual":"mech","summary":"Technical analysis of K-POP SERIES - Lola, covering its modular outfits, UE4 Mannequin rig, 52 Apple blendshapes, and 4K material workflows.","platform":"Unreal Engine","publishedAt":"2026-10-09T17:21:56.867Z","updatedAt":"2026-10-09T17:21:56.867Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 4.19+,5.0+"],"featuredImage":{"alt":"K-POP SERIES - Lola","src":"/wp-content/uploads/published/2026/10/8a4dd198ce9f-f2179811-3c98-4ed9-a8ba-72459a50bb62-2e408d7d87.webp"},"hasDownloadLink":true,"downloads":0},{"id":"27826","slug":"tempest-ninja-shadows-series-stealth","title":"Tempest Ninja - Shadows Series Stealth","category":"Humans","engine":"4.26+,5.0+","assetVersion":"Engine version: 4.26+,5.0+","engineVersion":"","tag":"Humans","accent":"blue","visual":"character","summary":"Tempest Ninja focuses on a ready-to-use stealth character setup for Unreal Engine skeleton workflows. 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Humans
K-POP SERIES - Mina
Modular stylized character Mina features 4K PBR textures, 52 ARKit blendshapes, multiple outfits, and an extended UE4 Epic Skeleton hierarchy.
Category:Unreal Engine,HumansPlatform: Unreal EngineEngine Version: 4.24+,5.0+Published: Oct 9, 2026
Humans
Resource overview
Mina arrives as an animated real-time character configured with interchangeable wardrobe layers, expressive facial capture targets, and an underlying rig matched to contemporary game engine animation pipelines. Designed as part of the broader K-POP Series alongside Ryu, Sun, and Lola, the character is set up to handle rapid visual transitions between staged musical performances, casual streetwear, and foundational base meshes without requiring custom animation retargeting across the cast.
Costume Variants and Modular Geometry Slicing
Character customization relies on a segmented base mesh designed to eliminate geometry clipping beneath garments. Rather than keeping a continuous body mesh fully active under tight layers, the torso and limbs are separated into isolated zones. Disabling or hiding mesh segments located directly under the clothing removes unsightly intersections during extreme poses while stripping down active triangle counts in dense scenes.
Mina is packaged across four distinct assembly configurations, each holding a dedicated geometric footprint:
Mina Performance: 58,730 faces, 114,233 triangles, and 63,032 vertices.
Mina Casual: 53,699 faces, 103,334 triangles, and 57,355 vertices.
Mina Lingerie: 40,862 faces, 78,656 triangles, and 44,445 vertices.
Mina Nude: 39,728 faces, 76,408 triangles, and 43,168 vertices.
No automatic level of detail (LOD) hierarchies are embedded in the files. Geometry efficiency relies on toggling these modular pieces off when concealed. Underwear is included within the wardrobe setup, and the character supports full stripping down to the base model. The base body skin map comes censored by default, though an uncensored texture alternative can be swapped in. Anatomical adult elements are represented strictly through two-dimensional texture mapping rather than sculpted geometry, custom bones, or morph targets.
Epic Skeleton Structure and Mina's Extended Bone Hierarchy
The core deformation structure is anchored directly to the Epic Skeleton hierarchy established for Unreal Engine 4. The primary bone chain remains clean and unaltered, allowing the mesh to accept standard humanoid animations out of the box. Skinning and rigging were executed cleanly in Autodesk Maya without proprietary plugins, leaving a standard joint hierarchy unencumbered by bespoke rig control objects.
To handle moving hair locks, jewelry, and multi-layered fabric pieces, an array of supplementary bones extends outward from the main skeleton tree:
Facial and Torso Nodes:Eye_l, Eye_r, Breast_l, Breast_r, Earring_l, Earring_r.
Hair Strands:Hair_back_01_l/r, Hair_front_01-03_l/r, and Hair_back_01-03_mid.
Casual Skirt Structure:Casual_skirt_back/side/front_01-03_l/r And stabilization bones Casual_skirt_fix_bone_front/back_01-02.
These supplementary branches enable developers to hook custom procedural physics directly to skirts, belts, earrings, and tresses. In Unreal Engine workflows, dynamic motion on these components operates smoothly via KawaiiPhysics or native rigid-body nodes. Because the core skeleton matches other female releases in the creator's lineup—including cross-compatibility with the Roxy base character—animations and wardrobe elements can be interchanged across shared project files.
Motion behavior has been validated across standard industry animation frameworks. Verified compatibility includes the Lyra Starter Game, Game Animation Sample Project, Advanced Locomotion System v4 (ALSv4), standard third-person templates, Female Interactions Animations, general motion capture libraries, ARLS with Horse Animset, Succubus AnimSet, Valley of the Ancient, and Close Combat: Swordsman.
52 ARKit Blendshapes and Anatomy Morphs
Facial performance is driven through 52 calibrated ARKit blendshapes, giving the head full compatibility with Apple Face ID capture systems and live-streaming VTuber setups. The shape targets map directly to Apple Live Link Face in Unreal Engine 5 as well as Face Capture utilities inside Unity. The shapes translate cleanly into tools such as FaceWare, VTuber software, VRChat, MMD, and specialized real-time facial capture pipelines.
Outside of standardized facial expressions, the model packs specialized parametric body morphs that operate across all wardrobe variants:
Proportional sizing adjustments for both breast and glute volume.
Ears capable of sliding between baseline human anatomy and elongated fantasy elf shapes.
Dynamic dimension sliders to lengthen finger nails and hair strands.
Because these morphs deform the clothing meshes in parallel with the base anatomy, developers can alter Mina's silhouettes without introducing skin poke-through or breaking garment seams.
4K PBR Textures and Material ID Recolor Workflows
Surface shading relies on eight distinct texture map sets covering the Body, Head, Clothes, Shoes, Teeth, Hair, Eyes, and Lashes. All main textures are exported at 4096×4096 resolution and packed for efficient video memory footprint across modern GPU pipelines. The full set incorporates maps for Base Color, Normal, Roughness, Metallic, Ambient Occlusion, Material ID, Opacity, and Emissive channels.
The included Material ID maps allow developers to isolate sub-elements across the skin, iris, hair strands, and costume components. Within the Unreal Engine project (configured for engine versions 4.19 and newer), pre-configured Material Instances leverage these ID masks. Rather than modifying raw diffuse textures in graphic design software, art teams can restyle costume colors, darken hair strands, or modify eye hues in real time through parameter scalar and vector inputs inside the material editor.
Project Configuration and Pipeline Integration
Within the native Unreal Engine project format, Mina includes separated modular meshes pre-configured for Master Pose Component and Leader Pose Component workflows. Standard third-person locomotion animations and wind simulation setups for the hair are packed into the asset folder. Gameplay blueprints are intentionally omitted, allowing technical animators to drop the skeletal meshes directly into their own character pawn hierarchies without untangling conflicting blueprint logic.
For cross-engine development, FBX and OBJ source files can be integrated into external Digital Content Creation (DCC) software such as Blender, Cinema 4D, and 3ds Max. Because the skeleton hierarchy and deformers were authored specifically within Maya, external software packages may require manual parameter checks when reading joint orientations and blendshape sliders. For production pipelines looking for a complete modern pop idol or urban stylized protagonist, Mina supplies an interconnected, production-ready balance of modular flexibility, facial mocap support, and lightweight asset integration.