Terminator Redesign

Editorial Uses Only
The intellectual property depicted in this model is not affiliated with or endorsed by the original rights holders and must be used under editorial use restrictions.
Included Formats
Maya 2011 mental ray 3.8
OBJ
Autodesk FBX 2011
3D Model Specifications
Product ID:885938
Published:
Geometry:Polygonal Quads/Tris
Polygons:255,212
Vertices:264,543
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since November 2003
Currently sells 6 products
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Description
REDESIGNED TERMINATOR, FULLY RIGGED, TEXTURED AND READY TO ANIMATE! ALSO INCLUDES A FREE PLASMA RIFLE IN THE 40 WATT RANGE TO USE IN YOUR IMAGES/ANIMATIONS.

This is primarily a Maya 2011 file, available in ma, mb, obj and fbx formats.   Only the ma file is textured,rigged and lit. The fbx is just the pure geometry, no textures, rig or lighting. Obj file is textured.

All renders seen above come directly from the .ma file using Mental Ray for Maya as the renderer. No plugins or shaders are required.

The main unsmoothed endoskeleton is made of 229750 polygons and 238049 verts.

Thats 229742 quads and 8tris (sorry I do apologize lol). Absolutely 0 ngons
Each rifle is made of 12731 quads and 13247 verts with 0 ngons or tri's.

Total polygons for the whole scene with both rifles is 255212.

All parts are fully UV mapped with no overlapping UV's

I have redesigned the endoskeleton and the main differences are the nose, scarier teeth/gums, bigger chest, shoulders and traps. Arm piston parts are also much larger as are the forearms. I have also changed the hips/waistline to be a lot narrower than previous designs. Also made changes to the upper leg too.
This is a dirtier, grimier, rusty version of the endoskeleton as it has been used on the future battlefield for many years.

The following textures are supplied...broken down into body parts....
Head: Diffuse,Specular,Gloss,Normal (all TGA,4096x4096)
Torso: Diffuse,Specular,Gloss,Normal (all TGA,4096x4096)
Arms: Diffuse,Specular,Gloss,Normal (all TGA,4096x4096)
Legs: Diffuse,Specular,Gloss,Normal (all TGA,4096x4096)
Pistons: Diffuse,Specular,Gloss,Normal (all TGA,4096x4096)
Teeth: Diffuse,Specular,Gloss,Normal (all TGA,2048x2048) although I did not use the specular or gloss maps in the final renders above.
Rifle: Diffuse,Specular,Gloss,Normal (all TGA,2048x2048)
Cables: Diffuse,Specular,Gloss,Normal (all TGA,2048x2048) I have also included a displacement map (2048x2048,TGA) for the cables if higher quality is desired. The images above make use of the normal map instead of displacement.
33 high quality textures!

Mental Ray is used as the renderer, just press 3 on your keyboard to get the smooth mesh preview and you're good to go! The scene is lit using the Mia physical sun and sky system and I have also made use of the Mia_material_x materials.   
All geometry is assigned to a layer for easy selection. Nurbs curves controllers in another layer as are the joint used in the main bind skeleton.

For the custom rig, I have included a Readme file, but it is all fairly self explanatory. Nurbs Curves used as controllers, red for right, blue for left.
Legs and Arms can be switched between IK and FK via the 'I'll Be Back' control curve.
The head can be switched between local and world rotations via the Local attribute on the head control, head_CON. 1= local, 0=world.
Hands are setup with the usual Curl and Spread attributes on the hand controls. There are also several hand 'poses' setup via set driven keys, including a fist, Curl A and Curl B. There are also controls on the finger knuckles so the poses and sdks can be offset if wanted.
Eyes and Jaw can be controlled with their control curves.
Have also set up feet with individual toe controls. The usual reverse foot set up too for easy animation..

Check out my other assets on here, including a T800, Terminatrix, T600, Cyberman, with more coming soon.....
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