Supermodel Nadja

All Extended Uses
Included Formats
3ds Max 2014 V-Ray 3.00.03
Other Files
Supermodel Nadja - Posing Guide.pdf
Posing Guide
3D Model Specifications
Product ID:943360
Published:
Geometry:Polygonal Quads/Tris
Polygons:24,306
Vertices:24,611
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since July 2015
Currently sells 1 products
Achievements:
Unrated
Product Rating
Description
High resolution realistic 3d fashion supermodel;

                                       FEATURES

- High resolution, quad/tris only basemesh.

- One 8192x8192 body diffuse texture;
three 4096x4096 head diffuse textures, each with a different lips color (see the above images);
one 4096x4096 head displacement texture;
one 1024x1024 head specular texture;
one 1024x1024 head glossiness texture;
two 1024x1024 head SSS textures (with and without makeup);
one 512x512 eyes diffuse texture;
one 1024x1024 eyes texture (sclera opacity);
one 64x128 diffuse texture for the nails;
two 2048x2048 mouth textures (diffuse and bump);
three 512x512 mouth textures (glossiness, SSS color, SSS radius);
one 1024x512 texture for the eyelashes opacity;
four 2048x4096 stockings textures (bump, glossiness, specular, opacity);
one 32x512 opacity texture for the sunglasses;
two 4096x4096 textures for the bottom underwear (height, opacity);
two 4096x2048 textures for the top underwear (height, opacity);
one 2048x1024 HDRI image.

- The renderer used is V-Ray;

- The rig is a custom made skeleton, composed of 3ds Max bones and CAT muscles (to help deformations); it's very easy to control (refer to the included posing guide).

- In addition to the model of Nadja, the scene includes the following items: shoes, stockings, two pieces underwear
and sunglasses.

- The scene scale is in centimeters, and the Nadja model is 186 cm tall.

- There are additional materials stored on box meshes (with the name of the object they belong to), in the layer 'materials'; use the picker to put them in the mat editor and assign them to the belonging item.

- The settings used in the scene are the best for hair rendering; since the render times are a bit high, you can change the primary engine from 'brute force' to 'irradiance map'; the hair will be a bit less realistic, but the calculations will be a lot faster.
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