Realistic Model of an Explorer Kid. Perfect for any post-apocalyptic/survival/adventure setting.NOW INCLUDING A FREE COPY OF AHAB BONES, THE DEFINITIVE TOOL TO SIMULATE DYNAMIC AND SPRING BONES FOR YOUR RIGGED HAIRS, SOFT BODY PARTS, RIGGED CLOTHES, ETC.!All screenshots are captured directly from Unity, with no post-processing—just custom shaders and proper lighting. A close-up demo scene is included to showcase the character under specific lighting conditions for each of the RP.Character and clothes are included as a single Skinned Mesh. Character's body is fully completed. For demo purposes, hand-painted occlusion masks are used to hide skin poking through problematic garment areas. To adapt the character to your needs (delete occluded faces, change clothes, etc.) you may use a third-party software to edit the meshes. Check my YT CHANNEL HERE for specific videos about that.Additional Features:Facial Blendshapes: Over 200 included!Custom Expression Manager included to create endless facial expressions from the runtime. Check the video for more info.Rigged hair included.Fully rigged Humanoid Sekeleton. Addiontal bones included to apply physics on the backpack.Hair and backpack already have Ahab Bones applied!. Check the demo video HERE.Stay tunned for more characters to come!Keynotes about the custom shaders used:The custom skin and eye shaders, while inspired by those used in CC Tools, have been extensively reimagined and developed to become unique works on their own. They feature brand-new features as:Subdermal color zones for a more pseudo-realistic look. Two modes avaliable.Individual cutout masks to address clothes poking through in a straightforward manner.An overall optimization and simplification of variables.Skin pseudo-decals support.Customized Shaders' GUIs.Eye decals to give a unique touch to your characters' gaze!Skin and Eye shaders for the BRP and URP were created with Amplify Shader. While not required, it's recommended for those wishing to edit them. The skin and eye shaders for HDRP was developed in Shader Graph. The hair (and brows and beard if any), as seen in the promo images, uses liltoon shader for the three render pipelines and is included in the pack up to version 1.7.2. under the MIT License. For the best possible results, especially for the skin, consider using a proper Post Processing Profile (an example is included for the three pipelines) and at least a 3-point lighting system (demo scenes are available for reference).About the textures:PBR: Diffuse, Metallic, Specular, AO, HDRP Mask Roughness, Normal (not always all for each mesh, adapted for each render pipeline).Avergae size: 2K-4K.Most textures used for clothes and skin have a size of 4K for demo purposes. You can easily downsize them to fit your project requirements.Polycount:Bag_o1, 5817 vertices, 5591 polygonsBag_o2, 6555 vertices, 6368 polygonsBody, 17920 vertices, 16858 polygonsEyepatch, 1341 vertices, 1312 polygonsEyes, 324 vertices, 320 polygonsHoodie, 13443 vertices, 13347 polygonsScalp, 839 vertices, 776 polygonsShorts, 14926 vertices, 14739 polygonsSneaker_L, 6354 vertices, 6305 polygonsSneaker_R, 6354 vertices, 6305 polygonsSocks, 13851 vertices, 13795 polygonsTongue, 309 vertices, 296 polygonsTop, 13574 vertices, 13293 polygonsHair, 15202vertices, 19837 polygonsCharacter is presented in an unique mesh. Clothes are separated. The character can get fully naked and and get attached new clothes via third party softwares.