As a foundation for upcoming projects, I wanted to revisit my base human models and research the possibility of using a gender agnostic base mesh. It would serve both as a base for high poly models and something optimized for a real-time character creation pipeline.
Having worked for a long time with a character creation pipeline with thousands of assets and blendshapes, sharing a base mesh for all genders would greatly simplify many of the production steps, especially aiding the possibility of asset reuse and transfer.
Part of the inspiration for this project was Epic’s Metahuman framework which uses a single body topology.
After finalizing the low poly topology and the high poly models for both genders, I made heavy use of R3DS Wrap for topology alignment and reprojection. This step was a breeze compared to manually aligning and re-projecting topology in ZBrush, as I have done in the past.
The biggest challenge, and the overall intent, was to keep the features and landmark locations consistent, alongside joint placement and length (the shoulder joint being the one in need of repositioning).
The UVs are authored on the average shape between the two models, with closed eyelids, and packed in three flavors: Combined, Split and UDIM.
Download:
ZBrush - Human Base Meshes - Gender Agnostic Topology
Please note that this content is free for personal use, personal projects, and non commercial educational purposes only.
Please contact me for other usage. Enjoy!