Real Human Player 01 - BuiltIn

"Real Human Player 01 - BuiltIn".


Model with several clothes, with version: clean, stained with blood or dirty. With Hair, Beard, Eyes and Skin Shader.


● Four sets of clothes, which form different combinations when activated or deactivated. Clothes exclude hidden mesh.

There are three different prints for each: shirt, pants, shoes.

● Each print of clothes has the following versions:

1) Clean;

2) stained with blood;

3) Dirt.

By varying these during a game, the developer achieves more realism in his game.


● Bonus: Add Shader Built-In for skin, eyes and hair.


● Added another set of camouflage clothing for soldier clothing with shirt and jacket.

● Add character in bathing suit and Pant with Shoes.


● 5 FBX with different clothes configuration:

1) Shoe, Pants, Shirt, Body.

2) Shoes, Pants, T-shirt, Body.

3) Shoe, Pants, T-shirt, Jacket, Body.

4) Shorts, Body.

5) Pant, Shoes, Body.


● Triangles:

● Geometry Body: 18 Ktris / 27Ktris, Hair: 15.7 Ktris, Eyes 272 tris, Jeans 12,2Ktris, T-Shirt 2.8Ktris, Shirt: 4,1 Ktris, Boots 2.9Ktris.


● Rig is 67 bones.


● Model uses 52 materials (Skin Head, Skin Body, Skin Arms, Skin Legs, Hair, Eyes L, Eyes R, Eyelash, Lower Teeth, Nails, Tongue, Boots, Shorts, Jeans, Shirt, TShirt, Jacket) clothes with textures ranging from 2048 PBR.

4048 PBR body textures divided into Head, Arms, Legs and Body.


● Included movements developed with MoCap: Idle, Idle Cool, Walk and Run.

● All movements are extremely natural and realistic.

● Hinged mouth, opens and closes on the HighPoly model.

● Complete eye movements. Opens, closes, circulates.

● Demonstration scene with 17 combinations (prefab) of clothes and skins. There are more than 60 possible combinations.


Compatible with Invector and other systems.

Compatible with Realistic Eye Movements.

Compatible with LipSync Pro.


● There are three different prints for each: shirt, pants, jacket, shoes. Each print of clothes has the following versions: 1) Clean; 2) stained with blood; 3) Dirt. By varying these during a game, the developer achieves more realism in his game.