The images with environment were rendered with mental ray more occlusion pass composed on photoshop. The images without environment, rendered with fakeosity in scanline of 3dsmax.
All objects related with the character have ' MW ' in name fine to looking for in 'select by name'.
Rigged: With a manual rig, All Rig controls are ' helper ' type, case you to want use filter selection in animation time, and named with ControlMW 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.
With a rustic but functional face rig, allows to get many different feelings.
In new version: To animate the digits curves, use Scale local in your controller, and rotate to first finger rotation.
Strips simulation: Strips are simulated with cloth of 3dsmax, some cases may need adjustments.
Depending on the case, if the calculation is very heavy, I suggest doubling the object body, let it not renderable, apply on it an 'edit poly' delete some polygons of parties with little or no contact with the strips, as the head, hands, feet. and then reconfigure the group of fixed vertices of the cloth to be fixed to this new mesh with fewer polygons. May to be good use a shell modifier on top of stack of strips to give him a little extrude.
For some types of poses abrupt, you may need skin 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 9 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 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.
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