Mel was originally sculpted in Zbrush 4R6, then retopologized to have clean and animation friendly geometry and imported into 3ds max 2011. The final version of ZTL file is included. This makes the model easily customizable - instead of deforming it right in 3ds max, all the power of Zbrush can be used. One of the preview images shows an example of a hypothetic correction.
Rigging is done using ‘biped’ plus ‘skin’ and ‘skin morpher’ modifier to correct problematic joints deformations. Biped has three twist links everywhere: upper arms, forearms, thighs and calves. Blended morph system with graphic user interface is used for facial animation.
All textures were painted by hand in photoshop in sufficient sizes (up to 8k (found in additional archive, originally 50%-sized maps are loaded)). Most textures come in lossless tif format. For displacement OpenEXR format, generated in Zbrush, is used. Generating any other format is a question of minutes, but OpenEXR works slightly better. More information about textures and more is on the last preview image.
Special Zap’s SSS fast skin shader is used, and has to be installed prior to rendering (it is free, available in internet, easy to use, file and installation instructions are included). The idea of it is to have better reflections on skin. A version that uses standard SSS fast skin shader is also available for download (see one of the previews).
All hairstyles, the eyebrows and the eyelash are native 3ds max’s ‘hair and fur’ modifiers. Hairs are not based on splines, but use guides. The three shown hairstyles (plus blonde and bald) are included.
The simplest lighting scheme is used to render the preview images – three shadow mapped spots, ray-tracing is disabled; thus a 1200x1200 picture takes from 2 to 5 minutes on intel i7 with 12 GB of RAM depending mainly on antialiasing and hair buffer oversampling quality settings. Hidden hair speeds rendering up. And the other way around, facial close –ups with hair take 4-7 minutes. If you like, add one more hair pass for close-ups to every instance of ‘hair and fur’ modifier (general parameters rollout). Some different lighting setups are saved as scene states.
Only one iteration of the ‘Turbosmooth’ was enough in every rendering case. Some images also show the model without subdivision (subdivision level 0).
Some more data about the main mesh (‘body’ object) :
7033 polys, 7059 verts, All quads except two small tris inside the nose.
Units are centimeters. Mel’s height is 172 cm. Body proportions are close to 90 cm -60 cm -90cm (bust 35.5'', waist 24'', hip 35,5'' ), 90,5 cm – 62,5 cm – 91 cm, more precisely.
All images are rendered in single pass, no compositing or any other post is used.
Updated on May 28, 2015