Character Models

Work-in-progress rigged human characters for our games, from crowds to close-up cutscenes (the first game is a fantasy real-time strategy game): male and female base bodies on one shared game skeleton, with facial expressions, ARKit-style face shapes and visemes, customisation sliders, hair and brow options, poses, hand grips and animation clips. Everything runs in your browser.

Character pages

Customise the face and body, switch hair, brows and lashes, try expressions, poses and hand grips.

Female character page
CharacterFemaleFace and body sliders, randomise, every hair style, brows and lashes, expressions, poses, hand grips · 71 MB
Male character page
CharacterMaleFace and body sliders, randomise, every hair style and beard, brows and lashes, expressions, poses, hand grips · 82 MB

Look-dev pages

Animation clips with play and scrub, every face shape and viseme, hand grip presets, lighting and shading modes.

Female look-dev page
Look-devFemaleAnimation clips, every face shape and viseme, hair and brow pieces, hand grips, lighting and shading modes · 72 MB
Male look-dev page
Look-devMaleAnimation clips, every face shape and viseme, hair, beard and brow pieces, hand grips, lighting and shading modes · 83 MB

Armour pages

The armoured knight is being rebuilt piece by piece; the helm is the first piece in.

ArmourKnight helmThe knight helm (broad gold trim with gold vents) on the male body, with the look-dev tools; helm mesh generated with Hitem3D · 44 MB

Using the viewers

Work in progress

What comes from MakeHuman, and what is ours

The bodies start from the free (CC0) MakeHuman base assets, loaded with the MPFB Blender add-on at build time. The body mesh keeps MakeHuman's topology (armour and clothes are fitted to it); its shape comes from MakeHuman's own sliders at values we chose. Everything that turns it into a game character is built by our pipeline.

AreaFrom MakeHuman (CC0)Built by us
Body meshBase mesh and topology; shape from its sliders (gender, muscle, weight, proportions, face targets) The chosen settings, pose-driven corrective shapes (shoulders, armpits, groin, elbows), reworked skin weights, body split into 18 regions for armour
RigJoint placement and skin weights of the default MakeHuman rig 97-bone game skeleton (engine-style hierarchy, twist and helper bones, face rig), shared male/female rest pose, foot-contact solver, hand-grip library
FaceARKit 52 face shapes and 15 visemes (community packs by Mika Suominen) Fixes (eye sockets, closed lids, wink, brows and lashes following the lids, lip seal), expression presets, talk demo
CustomisationRaw face and body targets Two-way sliders, carried onto every part (brows, lashes, hair, clothing), skeleton refit for extreme shapes
PartsEyes, 12 eyebrow styles, 4 lash sets, tongue, the bob / long / ponytail / short hair styles 28-tooth dentition and gums, eyeball + clear cornea split, crop and braid grooms, beards, a new hair system in progress
SkinBase skin colour textures Normal maps from a subdivided body, pores, roughness, ambient occlusion, grading, skin-tone variants
Clothing and armourMPFB's fitting mechanism (pieces follow body shapes and inherit skin weights) All the geometry, materials and heraldry (knight, archer, peasant), plus automated fit and intersection checks
Animation and posesNoneAll clips, poses and grips
Export and viewersNoneglTF export and validation, QA tools, these viewer pages

Source

The pipeline that builds these characters is in source/: headless Blender scripts on top of MPFB and the CC0 MakeHuman assets, plus the web viewer templates. See the README there.