"fa182e0cd0a6ea73"{"id":"1001813","slug":"k-pop-series-sun","title":"K-POP SERIES - Sun","category":"Humans","engine":"4.19+,5.0+","assetVersion":"","engineVersion":"Engine Version: 4.19+,5.0+","tag":"Humans","accent":"blue","visual":"mech","summary":"Explore the K-POP SERIES - Sun 3D character featuring 3 modular outfits, 52 Apple Blendshapes, 4K packed textures, and a UE4 Mannequin compatible rig.","platform":"Unreal Engine","publishedAt":"2026-10-21T08:07:28.503Z","updatedAt":"2026-10-21T08:07:28.503Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 4.19+,5.0+"],"featuredImage":{"alt":"K-POP SERIES - Sun","src":"/wp-content/uploads/published/2026/10/83ca5751ce7a-5a057e83-5982-45c2-912b-4df36281063c-669168bb3d.webp"},"hasDownloadLink":true,"downloads":0,"terms":[{"taxonomy":"category","slug":"humans","name":"Humans"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/10/3e83f39fb2a6-2eb7169f-45db-4b0e-b1ce-0e2edfd2e145-8374527970.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/6620fb1f3035-8929533f-da80-42ba-89fa-76e99d7cba25-bc6861bb18.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/2f5b135681eb-f663a9dd-b514-4b25-afc5-a51080571c11-09ac623914.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/b81977a3738b-53da25ae-3d7a-40cd-82a5-da1d5baf57a1-f74f3f27ed.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/fc0c62dd349c-a6a7fb42-0f7c-4adc-92fc-d73e902dc34c-5ea12a5ddb.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/abaacd75dc2d-315c28f1-1d5e-42c2-9473-af06dc9faeb4-141c8ef07b.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/7abdee62ebe0-ade99c1f-ac22-4a5f-a15a-f797a09f5923-905a460358.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/4b3bf7283d7f-581a8bcc-1817-4777-8d3f-2e80e35a2604-99e1c7bc34.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/ab87e8e3205b-23ce77d2-c147-41c7-9b33-0e573ad71ab5-4233367ed6.webp","alt":"K-POP SERIES - Sun"},{"src":"/wp-content/uploads/published/2026/10/69bee83e2df6-6bd0aa12-45c3-4497-bc9f-9cb9b083e4ab-fe778b14b2.webp","alt":"K-POP SERIES - Sun"}],"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 - Sun.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive"},"contentHtml":"\u003cp\u003eSun 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.\u003c/p\u003e \u003ch2\u003eModular Wardrobe Configurations for Sun\u003c/h2\u003e\n\u003cp\u003eSun 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.\u003c/p\u003e \u003cp\u003eTo 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.\u003c/p\u003e \u003cp\u003eGeometry counts vary across each visual preset, and the asset does not include a pre-generated LOD system:\u003c/p\u003e\n\u003cul\u003e\n\u003cli\u003e\u003cstrong\u003eSun Casual:\u003c/strong\u003e 51,669 faces, 100,158 triangles, and 57,194 vertices.\u003c/li\u003e\n\u003cli\u003e\u003cstrong\u003eSun Performance:\u003c/strong\u003e 58,221 faces, 113,266 triangles, and 66,952 vertices.\u003c/li\u003e\n\u003cli\u003e\u003cstrong\u003eSun Lingerie:\u003c/strong\u003e 49,794 faces, 96,440 triangles, and 66,952 vertices.\u003c/li\u003e\n\u003cli\u003e\u003cstrong\u003eSun Nude:\u003c/strong\u003e 48,660 faces, 94,192 triangles, and 55,917 vertices.\u003c/li\u003e\n\u003c/ul\u003e \u003ch2\u003eFacial Animation and Body Customization Morphs\u003c/h2\u003e\n\u003cp\u003eFacial 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.\u003c/p\u003e \u003cp\u003eBeyond 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.\u003c/p\u003e \u003ch2\u003eUE4 Mannequin Rigging and Animation Testing\u003c/h2\u003e\n\u003cp\u003eSun'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.\u003c/p\u003e \u003cp\u003eExtra 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.\u003c/p\u003e \u003cp\u003eThe developer verified the skeleton against an extensive selection of standard and complex animation systems, confirming full operational compatibility with:\u003c/p\u003e\n\u003cul\u003e\n\u003cli\u003eAdvanced Locomotion System v4 (ALSv4)\u003c/li\u003e\n\u003cli\u003eUnreal Engine third-person standard animations\u003c/li\u003e\n\u003cli\u003eLyra Starter Game animation architecture\u003c/li\u003e\n\u003cli\u003eValley of the Ancient sample project\u003c/li\u003e\n\u003cli\u003eARLS + Horse Animset\u003c/li\u003e\n\u003cli\u003eFemale Interactions Animations\u003c/li\u003e\n\u003cli\u003eGeneral Motion Capture Libraries\u003c/li\u003e\n\u003cli\u003eSuccubus AnimSet\u003c/li\u003e\n\u003cli\u003eClose Combat: Swordsman\u003c/li\u003e\n\u003c/ul\u003e \u003ch2\u003eTexture Sets, Material ID Maps, and Shading Setup\u003c/h2\u003e\n\u003cp\u003eSurfacing 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.\u003c/p\u003e \u003cp\u003eA 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.\u003c/p\u003e \u003ch2\u003eEngine Setup and Modular Integration Notes\u003c/h2\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e \u003cp\u003eHair 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.\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-mina/\" title=\"K-POP SERIES - Mina\"\u003eK-POP SERIES - Mina\u003c/a\u003e\u003c/li\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/cosmo-cat-girl/\" title=\"Cosmo Cat Girl\"\u003eCosmo Cat Girl\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/succubus-lucia/\" title=\"Succubus Lucia\"\u003eSuccubus Lucia\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6212,"navigation":{"current":43,"total":3789,"previous":{"id":"1001814","slug":"kaboom-sounds-sound-effects","title":"KABOOM Sounds - Sound Effects","category":"Sound Effects","platform":"Unreal Engine","updatedAt":"2026-10-21T08:07:51.103Z"},"next":{"id":"1001812","slug":"house-plants","title":"House Plants","category":"Plants","platform":"Unreal Engine","updatedAt":"2026-10-21T08:06:42.476Z"}},"relatedResources":[{"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},{"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":2},{"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. The pack combines a rigged ninja, weapon props, material variation, textures, and a set of 28 ninja animations.","platform":"Unreal Engine","publishedAt":"2026-04-29T09:04:38.000Z","updatedAt":"2026-04-29T09:04:39.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 4.26+,5.0+"],"featuredImage":{"alt":"Tempest Ninja - Shadows Series Stealth","src":"https://3dcghub.com/wp-content/uploads/2026/04/a806b020e7e8_6006e1ca-2464-4e77-bfdd-907e5c41d32b.webp"},"hasDownloadLink":true,"downloads":0}]}
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.
Category:Unreal Engine,HumansPlatform: Unreal EngineEngine Version: 4.19+,5.0+Published: Oct 21, 2026
Humans
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.