Characters
Last updated
Last updated
For generating characters we suggest:
The Game-ready pipeline, which offers optimised geometry, texturing, rigging, and LoDs. This allows you to create both stylised and realistic characters that are ready to use for your game
When generating with Prototype assets, we suggest:
Depending on the complexity of the character, select the level of quality accordingly (we suggest "High" or "Ultra" for generating with Prototype)
Increase the poly count to at least 30-50K for increased detail
Upload more views/angles if you have them (all in the same pose)
Avoid hyper-realistic characters or real humans (this will be dismissed)
If you intend to rig the character later, we advise passing the character on T or A pose ⬇️
It is always suggested to upload multiple views as separate images. The more angles, the better.
The input image should not illustrate the character in a complex pose ⬇️
The input image should not illustrate the character holding accessories like weapons ⬇️
The input image should not illustrate a human or hyper-realistic human ⬇️
Note: if your input gets dismissed with the reason "Too complex", it means that the level of quality is too low to capture all the detail. Try a higher Generation Quality to avoid dismissal.
Realistic humans can be generated with the Game-ready pipeline.
Let's cover best practices to generate a "hero" asset that may be tagged as "multiple objects" when trying to generate on the web app.
First, you need to separate armor and weapons (when applicable). Then pass each object as its own request.
This allows you to generate each accessory individually, avoiding the generation being dismissed for too many objects. For example:
Second, you need to generate the 3D model of your character which includes the hero's body, shape, and facial features.
Once your character model and all separate armour/weapons have been generated, you can then download each asset in your preferred format and use a 3D modelling software (such as Blender) to assemble them.
To combine the armor and weapons with the character model, you will need to use Blender’s tools for positioning, scaling, and rotating. This allows you to place each piece of armor and each weapon in the correct position relative to the character’s body.
Once you have positioned all of the armor and weapons, you can use Blender to export the final hero asset as an FBX file. This file can then be imported into your game engine (or other media software) for use in your project.
We suggest using the Game-ready pipeline to create complex hero assets that require a higher level of quality.
Below, you can see the differences between the three generation qualities. Standard will create the basic shapes of your input image, and may exclude details. If your character has many accessories, please opt for High or Ultra.
For more examples, see Generation Examples