Humans

K-POP SERIES - Sun

Explore the K-POP SERIES - Sun 3D character featuring 3 modular outfits, 52 Apple Blendshapes, 4K packed textures, and a UE4 Mannequin compatible rig.

K-POP SERIES - SunHumans

Resource overview

Sun is built with three modular wardrobe sets—Casual, Performance, and Lingerie—alongside a base nude mesh, an Unreal Engine 4 Mannequin skeletal hierarchy, 52 calibrated Apple Blendshapes, and a 4K texture pipeline. Positioned within the stylized idol-focused K-POP Series, the character balances performance-focused polygon budgets with detailed surface definitions suited for real-time gameplay, cinematic staging, virtual production, and streaming setups.

Modular Wardrobe Configurations for Sun

Sun is split into individual modular components, letting creators mix, match, or strip down costume elements depending on scene requirements. The wardrobe covers three specific looks: an everyday Casual outfit, a stage-ready Performance ensemble, and a private Lingerie set. In addition, a full unclothed body mesh is supplied. The underlying body texture is censored, and while the base body geometry is complete, adult anatomy is neither modeled nor rigged, functioning strictly through standard flat surface texturing.

To prevent mesh penetration and geometry clipping when layering clothes over skin, the developer sliced the core body into separate component pieces. When a character wears the Casual, Performance, or Lingerie costume, developers can simply deactivate the hidden body segments underneath. This modular culling process serves a dual purpose: it completely eliminates visual interpenetration during extreme character deformation while simultaneously reducing the active polygon and vertex draw on the GPU.

Geometry counts vary across each visual preset, and the asset does not include a pre-generated LOD system:

  • Sun Casual: 51,669 faces, 100,158 triangles, and 57,194 vertices.
  • Sun Performance: 58,221 faces, 113,266 triangles, and 66,952 vertices.
  • Sun Lingerie: 49,794 faces, 96,440 triangles, and 66,952 vertices.
  • Sun Nude: 48,660 faces, 94,192 triangles, and 55,917 vertices.

Facial Animation and Body Customization Morphs

Facial performance is driven by a comprehensive set of 52 calibrated Apple Blendshapes. These morph targets mirror standard tracking setups and have undergone direct verification with Live Link Face inside Unreal Engine 5. This makes the mesh immediately viable for iPhone-based live streaming, real-time facial capture rigs, FaceWare pipelines, VTuber avatars, VRChat projects, and MMD animations.

Beyond tracking expressions, the character incorporates dedicated deformation morphs for parametric anatomical adjustments. Artists can adjust breast and glute dimensions to reshape character proportions across all included outfits without breaking skin weights. Additional specialized sliders allow switching the ears between standard human ear geometry and elongated fantasy elf ears, as well as altering the overall length of the character's hair and nails.

UE4 Mannequin Rigging and Animation Testing

Sun's skeletal rig originates in Autodesk Maya, constructed natively without external proprietary plugins or control rigs. The bone hierarchy adheres to the standard Unreal Engine 4 Mannequin layout, leaving the primary bone tree untouched. This clean hierarchy ensures that animation assets authored for the Epic skeleton retarget cleanly without complex manual axis remapping.

Extra auxiliary bones are parented to the main skeleton, providing targeted anchor points where secondary dynamics and physical movement can be applied. While internal collision physics and soft-body assets are not pre-packaged with the model, the secondary bone placement is set up to work smoothly with third-party tools such as the KawaiiPhysics plugin for simulating skirts, dangling apparel, and hair strands.

The developer verified the skeleton against an extensive selection of standard and complex animation systems, confirming full operational compatibility with:

  • Advanced Locomotion System v4 (ALSv4)
  • Unreal Engine third-person standard animations
  • Lyra Starter Game animation architecture
  • Valley of the Ancient sample project
  • ARLS + Horse Animset
  • Female Interactions Animations
  • General Motion Capture Libraries
  • Succubus AnimSet
  • Close Combat: Swordsman

Texture Sets, Material ID Maps, and Shading Setup

Surfacing for Sun is divided across nine focused texture sets: Body, Head, Lingerie, Performance, Casual, Teeth, Hair, Eyes, and Lashes. Each set is mapped using 4K resolution textures packed efficiently for real-time engine memory management. The material texture channels cover Base Colour, Normal, Roughness, Metallic, Ambient Occlusion, Opacity, and Emissive.

A central feature of the shading architecture is the inclusion of specialized Material ID maps for the skin, eyes, hair, and individual garment parts. These ID maps isolate distinct sub-regions across UV layouts, allowing developers to manipulate individual colors directly inside Material Instances without repainting the Base Map in external 2D software. Modifying hair streaks, pupil tints, fabric trims, or skin tones can be done directly through instance parameters inside the editor.

Engine Setup and Modular Integration Notes

The native Unreal Engine project supports version 4.19 and newer, extending upward into modern Unreal Engine 5 environments. Character components are separated to function with the Master Pose Component (or Leader Pose Component in newer engine revisions), ensuring that all clothing pieces follow the master body mesh's movements without separate animation updates. Standard third-person locomotion animations are included inside the project files to allow rapid testing out of the box.

Hair assets come equipped with wind simulation parameters to support dynamic environmental responses. Gameplay blueprints are intentionally omitted, giving technical artists and gameplay programmers the freedom to drop the modular skeletal meshes into their own custom pawn classes, state machines, and inventory systems. For workflows relying on Blender, Cinema 4D, or 3ds Max, standard FBX formats can be imported directly, though users should account for the fact that the underlying rig and morph targets were authored natively within Maya.

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