|Cinema 4D 13.051||
|Autodesk FBX 2010|
|Unwrapped UVs:||Yes, non-overlapping|
Fairly accurate model of a male human skeleton.
It's mainly composed of polygonal quads and tris,
51438 polys (2966 triangles + 48472 quads, no ngons involved).
it can be used as an in-game asset or far/mid distance renders without adding divisions.
For movie/broadcast output, It's better to use it with a subdivision modifier, such as cinema's hypernurbs or maya's smooth mesh (or anything equivalent).
A subdivision level of 2 should be enough for close ups and print reference on a tabloid size sheet.
Extreme close ups may need a higher subdivision level such as 3 or 4
Important notice : it doesn't use hypernurbs weight or maya's creasing tool, and can be seamlessly exchanged from app to app, as the geometry is optimized to work with or without subdivisions, and regardless of the platform.
As it´s made mainly made of quads and tri's it can be further suvdivided in zbrush to add detail or be enhanced with a custom displacement map
It's NOT properly rigged, but each object's center are placed for fairly good movement between the joints, and hierarchies are properly named and organized, so it can be used immediately with Forward Kinematics using each object rotation coordinates, or assign quick IK chains (as the joints do match bone movement).
Naming conventions use latin hybrid such as 'L_Index_Proximal_Phalanx' and 'IV_Cervical', for easier specific searches.
It can be ported to any app as it doesnt use any plugin or special platform specific feature, so there's a good chance you'll only need to download one format, and export seamlessly from your main app to whatever your pipeline is.
Bundled with all versions there's two textures, both 4096x4096 in .bmp
One texture is for the color/difuse channel (named 'skeleton_color.bmp'), and if you need the low poly/ no-subdiv version, this is the one you use.
The second one is named 'skeleton_normal.bmp' and it´s a detail-enhancing tangent normal-map you can use in your game platform or simply to add detail via texture map instead or adding subdivision levels (no displacement needed)
Model is render-ready, just drop it on your scene and that's it, and most of the renders you see here can be achieved by adding a hint of luminance/incandescence instead of adding a GI solution.
If you're not a C4D user, all you need is both texture files.
I've tested the model under C4D, Maya, Zbrush, Lightwave and Photoshop Extended.
As an extra freebie with the Cinema4D version i've included enhanced shaders that use procedural textures such as gradients and fresnel overlays, and two extra materials.
The first one is the default bone material, but with a color overlay that emphazise identations and geometry detail, as well as a hint of luminance for faking GI (or give it an extra hint if you use it).
The second one is a white-plastic shader, very basic but it gives the feeling of an artificial synthetic skeleton (very used in medical stuff), it also has a hint of incandescence.
The third one is an x-ray variant (gives the feeling of radiography and such) very useful to show fractures or adding muscular detail (not included) and it works better in a dark environment.
Maya version has the bone shader, but the x-ray shader can be easily achieved by using a ramp in the transparency channel with the same technique.
You can achieve a fresnel by adding a sampler info node, and noding the facing ra