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M
Export Issue
3 months ago
MoonGuyon version 1.3.2
When Avatar is exported into FBX, the meshes get corrupted when you use the blendshape. it only works well if you export it as a prefab which is no good to me, because I need the FBX format in order to work properly.
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0
L
easy to use
7 months ago
LoneSomeBrothaon version 1.3.2
i like it and know deeply about it after i did my research
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0
l
It works as expected but there are some things to note.
7 months ago
lokehoonon version 1.3.2
It works well, fast and convenient, but there is something to note: when exporting to Fbx, it will not be the same and cannot be used. and can not make it a Prefab.
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f
Works as advertised but could be improved
a year ago
fr33m4n135on version 1.3.2
The facial mapping from single selfie works really well, and you can even export it. But I really really really wish that it works on runtime!
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2
0
e
Unfair Business Practice
a year ago
emreboyraz01on version 1.3.2
If the application does nothing at runtime, why am I paying $65 for it? Selling a paid app just to redirect us to the AvatarSDK system is a ridiculous approach. If you want to monetize your AvatarSDK app, make this asset free and please refund the money I paid.
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Reply from publisher:
replied a year ago
Thank you for sharing your feedback. We understand your concern, and we would like to clarify a couple of points that might have caused some confusion: 1. We offer the Avatar Maker Free plugin for users to evaluate its features before deciding to purchase. This allows users to explore the tool’s capabilities and ensure it fits their needs. 2. As mentioned in the asset's description, this plugin is primarily designed as an Editor tool. Its functionality is intended for use within the Unity Editor and does not work at runtime. I understand this may not have been clear, and we will review the description to ensure this information is more prominent. If you feel the asset doesn't meet your expectations, you can contact us support@avatarsdk.com. We would be happy to find a solution that works for you.
c
Requires a lot of touchups after generating.
2 years ago
clownhunteron version 1.3.2
Mostly works as showed in the videos here, except you have to touch up the textures a lot yourself. Stuff like the eyes aren't ever mapped correctly and I have to edit out part of the skin from around the eye texture. Also usually have to touchup eyelid texture since they usually get part of the eyeball mapped to them. If you don't mind manually editing textures and want something that gets you 80% of the way there, then this is pretty fun. Teeth are extremely white and look out of place, so again they require manual touchups. The included hairs are extremely cartoony for how realistic the faces are so they never match. There's also no eyelashes or facial hair options. I had issues with normals on some of the polys around the eyes and mouth which would look awkward when using a lit shader instead of their included unlit. Again, requires some touchups in Blender. The webcam face tracking "mostly" works but usually thinks my eyes are closed when they're not. Again, lots of manual touchups required. I would also like if it worked with imported videos instead of requiring live webcam to capture motion.
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M
it stopped working for me
2 years ago
MGMGAMING1on version 1.3.2
was working fine when i first bought but after coming back to it i tried everything... looked for customer service but cant find any help so i left in review and i keep recieving this message : Exception: Loading head mesh failed, reason: Loading avatar failed, reason: Could not find file "C:\ProgramData\avatar_sdk\avatars\offline_avatar_20230720201556_4050589665344964a043cfaf692b471c\model.jpg" ItSeez3D.AvatarMaker.Editor.AvatarMakerWindow+<AwaitRoutine>d__64.MoveNext () (at Assets/itseez3d/avatar_maker/scripts/editor/AvatarMakerWindow.cs:1090) Coroutines.CoroutineRunner.RateListener (System.Collections.IEnumerator def, System.Int32 previous_col) (at <bbd27d1a4d604976888fb0ea4b247492>:0) Coroutines.CoroutineRunner.RateListener (System.Collections.IEnumerator def, System.Int32 previous_col) (at <bbd27d1a4d604976888fb0ea4b247492>:0) Coroutines.CoroutineRunner.Update (System.Single deltaTime) (at <bbd27d1a4d604976888fb0ea4b247492>:0) Coroutines.EditorRunner.PrepareListener () (at <bbd27d1a4d604976888fb0ea4b247492>:0) UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <5e26277f966d4f80afa5d51573eba699>:0)
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Reply from publisher:
replied 2 years ago
Hello. Please contact us by email (support@avatarsdk.com) regarding your issue. We will help you with it.
i
Works perfectly! 5 stars
3 years ago
imaginationrabbiton version 1.3.2
Amazing programming in this asset 0_0 Give it a headshot, press a button and 4 seconds later you have a perfect 3d head with blendshapes/open mouth etc 0_0 I only wish it worked at runtime.
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1
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Reply from publisher:
replied 3 years ago
Thank you for the review.
m
Must update for good quality
3 years ago
med1254on version 1.3.2
I think this asset is very limited, last update date is in 2021, now in 2023 other tools are doing the job with better quality. you need a good update to join the race
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2
1
s
It's good but could use a minor touch up.
3 years ago
smash-teron version 1.3.2
So this software makes creating face scan models a whole lot easier and more affordable than most other applications out there, especially since most don't even put blendshapes on the mesh. If it were up to me to change anything it would be the following: >More hair styles and the ability to control how many hair cards there are in the hair mesh >Give the mouth, in particular the teeth and gums, a bit more of a light up because the teeth, gums, and tongue when looking and touching up the textures look a little too dark and self shadowed which looks a bit unappealing. It is likely that a user would use shaders to control the lighting in the mesh itself and would be a bit better if there was an option to add a normal/height map to give that missing detail. >Fix LOD UVs because when going lower the UVs seem to break a bit. >Exclude the neck, as it is difficult to weight paint that area when importing to blender. >Add a few more blendshapes to make it more compatible with iPhone face tracking. >Make the head mesh more symmetrical/mirrored >Give the tongue more movement to the "dd", "nn", and the "kk" visemes to match the oculus SDK reference blendshapes Those are my nitpicks. I don't expect to see much changes but nonetheless it is a good product.
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