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For generating characters we suggest:
- 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.
Turnaround with 3 views and additional details
The input image should not illustrate the character in 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, nor should it include heavy armature ⬇️
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 increasing the poly count and Generation Quality to avoid dismissal.
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 our software to generate each accessory individually without the input being tagged as "multiple objects". This will allow give 3D artist or developer more flexibility in creating custom characters with unique combinations of armor and weapons. For example:
Second, you need to generate the 3D model of your character which includes the hero's body, shape, and facial features.
Once you have generated your base model and all separated any armor/weapons, you can then download each asset in your preferred format and use 3D modelling software (such as Blender) to put them all together.
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.
In conclusion, generating hero assets on Kaedim requires a bit of extra effort to separate the armor, accessories, and weapons from the character model. You'll also need to recombine them using an application like Blender. However, the result is a highly customizable hero asset that can be used in a wide variety of ways.
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