Character Creator
Egon Vaiknemets, Timo Jairus, Jaan Hendrik Tomp
This is a character creator made with Unreal Engine, where the user can design a character's body and their outfit, with in-depth outfit customization. Instead of just preset outfits, they can adjust the length of certain aspects of the clothes — such as sleeves, hair or pant legs — to come up with their own ideal costume. The project is designed to be easy to integrate into potential future game projects. Tools used: Unreal Engine 5 (with Blueprint)
Repository page: https://cgvrgit.ulno.net/Timo654/cg_characreator
Stable build: https://drive.google.com/file/d/15M_Xz14cHC8xAp_47X-Hj8NbhzOh3G8q/view?usp=sharing
Showcase video:
You can find the source code from our repository page. The current stable build includes adjustable sleeve, shirt and pant leg lengths as well as colours along with special textures. A link to the stable build and the showcase video are available above. Initial progress: UI by Egon Vaiknemets Jr and Jaan Hendrik Tomp, character design by Timo Jairus.
Initial UI:
Initial character:
Before meeting with coach, a new character model was made so it could be animated in the future. New character model (by Jaan Hendrik Tomp):
After meeting with coach, the UI was finalized by Egon Vaiknemets Jr., adding panels where clothing could be modified and their color and pattern could be changed. The context variable was added in order for UI to know which part to change. While each part has different sub-sections, materials and colors have the same section, though thanks to the context variable, only one part is changed.
A preview of initial UI:
After the character model's functions were finalized by Timo Jairus, these could simply be connected to the UI, thus allowing changing the scaling, material, and color. The scale values had to be binded to the sliders in order to connect them-
New character wearing an iconic outfit:
Example of textured clothing:
The main complication at first was the fact that scaling went way too far, resulting clothing parts being sized to the extremes.
Scaling error:
The texture selection is done in a simple way: by brute-forcing in the texture buttons and brute-forcing material values to the part once clicked. This is as Grid List was tried, but no resource on the Internet was sufficient enough to help out with it. Plus bringing textures to Unreal widget BluePrint didn't work.