Fuse Character Creator Mods



  1. Adobe Fuse Character Creator
  2. Fuse Character Creator Mods 1.7.10
  3. Fuse Character Creator Mods 1.12.2
  4. Character Creator 3d
  5. Fuse Character Creator Download
  6. Fuse Character Creator Mods Apk

Adobe Fuse is no longer in development and will discontinue support on September 13, 2020.

Fuse Character Creator Mods

I Love Creating Characters in Fuse CC For unreal engine or Other And My Ambition is to work for Adobe Fuse CC. Watch Speed Modeling here:- Part 1. No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

For detailed information and assistance, see Adobe Fuse end-of-service FAQ.

Important notice for Mixamo customers.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.

To create a custom clothing for Fuse CC, you begin by choosing the base character on which you want to model your clothing. For the base character, you can either choose the base meshes (.obj) provided in the Content Creator Pack or a custom body that you have created. Then you create a high quality sculpt for your clothing item. You can create clothing items such as tops, bottoms, hats, eyewear, and shoes. Once your sculpt is ready, you extract the texture maps along with a low-resolution mesh of the custom clothing asset from your scuplting software. These files are then imported into Fuse CC.

Before you begin, see Create custom content for Fuse to know about the prerequisites and the general recommendations for creating custom clothing.

Clothing is modeled onto a base character. You can either:

  • Model your clothing on the base meshes provided in the Content Creator Pack (MaleFitA.obj and FemaleFitA.obj).
  • Model your clothing to fit onto a custom body you have created. See Create a custom body for details. To use the custom clothing in Fuse CC (Beta), first import the custom body.
Once you have picked your base character, the next step is to sculpt your clothing.

The quality of the sculpt is important to a good clothing asset. Use your digital sculpting software to achieve the highest quality in your sculpt.

Unlike the custom body, the custom clothing does not have any specific UV requirements. So you can create use topology and UV layout for the custom clothing. However, consider the following pointsfor the low resolution (or low poly) mesh that you create.

  • The low polymesh has soft normals (single smoothing group) so that all the hard edged information is held inside the normal map.
  • It has a single UV layout per item.
  • It does not extend beyond the 0-1 UV space.
  • It does not overlap and is not flipped/mirrored.
  • It is laid out either horizontally or vertically for consistent substances. For example, if you have the front of the shirt horizontal and the back of the shirt vertical, the substance like horizontal/vertical stripe can look very different from each other.

It is recommended to have the average triangle count in the range mentioned below depending on the custom clothing item that you are creating:

Tops: 2,000 - 4,000
Bottoms: 1,500 - 2,000
Hats: 1,000 - 2,000
Shoes: 2,000
Eyeware: 500 - 1,000

Once you have finished sculpting your custom clothing, you have to extract certain key maps from the digital sculpting software that you are using. These maps are used for generating textures for the custom clothing when you import them in Fuse CC.

The following settings are recommended for the extracted maps:

Map dimension: 2048 x 2048 pixels

Creator

Color depth: 8-bit RGB

Image format: PNG

Naming convention for extracted maps

The generic file naming structure for the maps is

Category_CharacterModeledOn_NameofItem_NameofMap. For example,

Top_MaleFitA_RolledSleevesShirt_StdNM.png.

The normal map holds the high-resolution details of your sculpt and projects that detail onto the low polygon geometry. You can extract the normal map from your sculpting program. Most of the detail of your clothing comes from this map.

The color mask is unique to the clothing, and important for defining the regions of the custom clothing where separate substances can be used. It is a simple color ID map that you can paint in any appropriate program. Whenever you need individual texture options on the custom clothing, you can mask off with any of the following 8 available color values:

ColorRGB valueHexadecimal value
Red255, 0, 0#ff0000
Green0, 255, 0#00ff00
Blue0, 0, 255#0000ff
Yellow255, 255, 0#ffff00
Magenta255, 0, 255#ff00ff
Cyan0, 255, 255#00ffff
White255, 255, 255#ffffff
Black0, 0, 0#000000

Note:

Try to use of all the eight colors in the Color Mask map, even if your default design doesn't need them. Notice how the pockets and sleeves are masked in the image above. Color masking allows further customization and use of a clothing asset.

If there are transparent parts of the custom clothing asset, the transparency should be simply included in the alpha channel of the color mask. To do this in Photoshop CC, see Create and edit alpha channel masks.

The occlusion mask is unique to clothing and hair. It is painted on the base character on which the clothing is fitted over. The occlusion mask excludes the body geometry that is covered by clothing. To create this mask:

  1. With the clothing item placed over the character, paint the body polygons that you want to delete in black.
  2. Paint the rest of the polygons in white.

The ambient occlusion (AO) map holds the shadow information for your high resolution sculpt and is used to add that shading information into your custom clothing within Fuse CC (Beta). You can extract the ambient occlusion map from your sculpting program.

The detail map allows you to overlay your own custom painted detail on top of your custom clothing. This is useful for adding those detail that Fuse CC (Beta) does not provide. You can add the details like logos or other designs for your clothing in this map.

Use the recommended naming convention for filenames for importing them into Fuse CC in an organized manner.

Your clothing geometry: Top_MaleFitA_RolledSleevesShirt.obj
Normal Map: Top_MaleFitA_RolledSleevesShirt_NM.png
Color Mask: Top_MaleFitA_RolledSleevesShirt_Mask.png
Occlusion Mask: Top_MaleFitA_RolledSleevesShirt_OccMask.png
Ambient Occlusion Map: Top_MaleFitA_RolledSleevesShirt_AO.png
Detail Overlay Map: Top_MaleFitA_RolledSleevesShirt_DetailDiff.png

To import custom body files, choose File > Import > Import Clothing option from the menu bar in Fuse CC. See Import custom clothing and hair for details.

Adobe Fuse is no longer in development and will discontinue support on September 13, 2020.

For detailed information and assistance, see Adobe Fuse end-of-service FAQ.

Important notice for Mixamo customers.
We’re retiring features and services on this site, learn how this affects you. Visit http://blogs.adobe.com/adobecare/2017/05/23/download-assets-from-mixamo/.

You can directly import Allegorithmic substance files (.sbsar substance file) into Fuse CC. You can use Allegorithmic's Substance Designer to create your custom substances for use within Fuse CC. See the documentation of Substance Designer for more details.

To import substance files into Fuse CC:

  1. From the menu bar, choose File > Import > Import substances.
  2. In the dialog that appears, locate the substance file (.sbsar file) on your local machine and click Open. A progress bar appears at the bottom of the workspace for this import task.
  3. The imported substance is organized in the substance tray under Custom. Switch to the Texture mode to view it.

Before you begin importing, ensure that you have gathered the required custom body files and used the recommended naming convention for them. Naming the map files correctly enables Fuse CC to automatically link these files during the import process. See Create a custom body for details.

To import custom body files of your character:

Adobe Fuse Character Creator

  1. From the menu bar, choose File > Import > Import Characters. The Character Import Wizard dialog appears. This wizard guides you through the import process.
  2. Character Import You begin by importing the base mesh on which your character is modeled.
    1. Click Browse. In the dialog that appears, locate the mesh file (.obj) and then click Open.
    2. Click Next.
  3. Mesh Information The next step is to configure the metadata for character mesh.
    1. Specify the following:
      Display Name Input the display name for the imported body parts. By default, the name of the mesh file (.obj) is displayed.
      Customize Type Determines which body and facial feature customization set is available for modifying your character in Customization mode. Choose the option that is closest to your character's body type - MaleFitA or FemaleFitA. If you choose None, the Customize mode does not provide any options for the custom character's body parts.
      Generate Parts Select the parts that you want to create form the mesh file (.obj). For example, if you only want the head from the base mesh, only select Head.
      Search Tags You can provide a comma-separated list of tags to quickly search the custom body parts using those tags.
    2. Click Next.
  4. Texture Files All the texture files are optional.
    1. Use Texture Maps From a Character in your Database Allows you to use the texture files of an existing character in Fuse CC database.
    2. Select Custom Texture Maps Browse and select the available map files. All the map files are optional. If the map files to be imported follow the recommended naming convention and are present in the same folder as the mesh file (.obj), they are detected automatically.
    3. Click Finish.
A progress bar appears at the bottom of the workspace, which displays the completion status of this import task. While importing, Fuse CC creates body parts from the input custom character files. When the import is complete, these body parts are available in the Editor panel in Assemble mode.

Note:

When you are working with Modest Mode enabled (Edit > Preferences > App Options > Modest Mode), Fuse CC applies an underwear over the imported custom body (torso) to hide the private parts. This underwear is an overlay mask that is applied at the time of import.

Adobe fuse character creator

Note:

Before importing custom clothing or hair, first import the custom character on which they are modeled. See Import a custom character for the steps.

Ensure that you have gathered the required custom clothing or hair files and used the recommended naming convention for them. Naming the map files correctly enables Fuse CC to automatically link these files during the import process. See Create a custom clothing and Create custom hair for details.

To import custom clothing or hair files of your character:

Fuse Character Creator Mods 1.7.10

  1. From the menu bar, choose File > Import > Import Clothing. The Clothing Import Wizard dialog appears. This wizard guides you through the import process.
  2. Clothing Import You begin by importing the mesh file of the clothing item or hair.
    1. Click Browse. In the dialog that appears, locate the mesh file (.obj) and then click Open.
    2. Click Next.
  3. Clothing Information The next step is to configure the metadata.
    1. Specify the following:
      Display Name Input the display name for the imported clothing item or hair. By default, the name of the mesh file (.obj) is displayed.
      Category Defines the category under which your custom clothing item or hair is organized. Select an existing category or input a category name to add it to your database.
      Item Type Choose Clothing or Hair. This option determines how your item is textured in Fuse CC.
      Clothing items use a substance which allows for up to eight different materials.
      Hair items use a substance designed to render solid and polystrip hair.
      Base Body Select the character your custom clothing item or hair is modeled on.
      Note: If your custom clothing item or hair is not modeled on the base meshes (FemaleFitA.obj or MaleFitA.obj), first import the custom character on which they are modeled.
      Search Tags You can provide a comma-separated list of tags to quickly search the custom clothing item or hair using those tags.
    2. Click Next.
  4. Texture Files All the texture files are optional.
    1. Browse and select your custom map files. All the map files are optional. If the map files to be imported follow the recommended naming convention and are present in the same folder as the custom clothing/hair mesh file (.obj), they are detected automatically.
    2. Click Finish.
  5. Mask Information This step is required only when importing a custom clothing item and not for custom hair.
    1. If you used a color mask map for your custom clothing item in the previous step, input the display name for each clothing region masked out by the colors (Black, Green, Magenta, Red, or Yellow) used in the map. If you do not have a color mask for your custom clothing item, only input a display name corresponding to Red color.
    2. Click Finish.

Fuse Character Creator Mods 1.12.2

Fuse
A progress bar appears at the bottom of the workspace, which displays the completion status of this import task. When the import is complete, the custom clothing item or hair is available in the Editor panel in Clothing mode.

Character Creator 3d

All the substance files and custom content that you import is stored in a database. You can browse the imported files in this database, manually add items or new maps, or remove the custom content that you do not require in Fuse CC.

Fuse Character Creator Download

To open the local database folder:

Fuse Character Creator Mods Apk

From the main menu, choose File > Browse Imported Files. The local folder that contains your custom content opens.