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Barbarian

All Extended Uses
Included Formats
3ds Max 2012 Default Scanline
3ds Max 2011 Default Scanline
3ds Max 2010 Default Scanline
OBJ
Other Files
Eye Reflection.jpg
a small map just to fake eye reflection
FemaleWarrior Diffuse.jpg
FemaleWarrior Glossiness.jpg
FemaleWarrior Opacity.jpg
map transparency just do hair and cilia
FemaleWarrior Specular.jpg
Rock Diffuse.jpg
diffuse map to rock island pedestal
Rock Normal.jpg
normal map to rock island pedestal
FemaleWarrior Normal.jpg
3D Model Specifications
Product ID:659875
Published:
Geometry:Polygonal Quads/Tris
Polygons:12,486
Vertices:6,485
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since June 2009
Currently sells 22 products
Achievements:
1 Rating Submitted
Product Rating
Description
A Female Witch Warrior character
inspired from Dark Sun RPG world.


the character, in All IMAGES was rendered
WITHOUT SUBDIVISION.
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AllQuad 'Body' mesh;
14 Separate objects;
Triangles count :

Total: 12.486
Body - 9.586
Mace - 436
ClothUp - 468
ClothDown - 328
Gizos(arrows cloth decoration) - 168
Hair - 950
EarRing - 92 x 2
Teeth Up - 48
Teeth Down - 48
Tongue - 56
Eye - 63 x 2
Cilia - 88

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Maps 2048x2048 :
Diffuse - 1 for everything;
Normal - 1 for everything;
Specular - 1 for everything;
Glossiness - 1 for everything;

Opacity - 1 for everything, just for transparency of the cilia and hair;

and one of 128x87 - a little texture just to fake eye reflex;

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The images was rendered with fakeosity in scanline of 3dsmax.


All objects related with the character have ' FW ' in name
fine to looking for in 'select by name'.

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Rigged:
With a manual rig,
All Rig controls are ' helper ' type, case you to want use filter selection in animation time, all named with ControlFW in first name.
If you lost the initial position, you can with controller selected click( alt+ Right Botton ) and ' assume skin pose ', to return to initial pose of position and rotation.
Can also copy the initial keyframe(frame 0) to desired frame.

Have two controllers to each buttocks and mamma.
One to animate or ajust manually and other ok to aply one spring position controller and Simulate.

To animate the digits curves, use Scale local in your controller, and rotate to first finger rotation.


With a rustic but functional face rig,
allows to get many different feelings.

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Hair and clothdown decorations Simulation:
Are simulated with cloth of 3dsmax,
may need adjustments.

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Ps.:
Desert environment and fire effect are not included;

OBJ version is not rigged and need set the textures to her;

For some poses,
you may need skin or angle morph adjustments ;

The model for sale, is available on scanline 3ds render version( in this version, with only the model in scene, the render time was taking about 6 seconds on an image of 1600x1600 in i7 processor with 8gb ram );
But the standard material also works with mental ray,
and is not hard to configure the textures in a new shader to function with any other renders;

Have several morph angle deformers ajusts already made on skin modifier. But when animated,
if apear some flic or defect sometime in the mesh, in the skin modifier, look for the gismo and its ' morph angle deformer ' for the affected area and agle, and adjust or delete it. Can also add some to improve more deformation of mesh;

Case you execute some action where he report error about 'illegal self reference'. Unhide the two expose objects existents, and the two boneFWhand, go in each expose and in expose node slot, click and put the boneFWHand respective, no problem.
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