This model is textured with very high resolution (8192 x 8192) textures for colour, specular colour and normal map. There are lower resolution maps for translucency, backscatter colour and Vector Displacement. Users should be aware that the displacement is a vector displacement. In case the Vector Displacement leads to problems, there is also a regular 16 bit displacement map in the ´´Textures´´ folder.
There is also a folder with some bonus textures including a base body texture and a mask for the scales to facilitate the creation of custom colour maps
The Maya file has a Subdivision proxy driven by a low resolution T-Rex. I recommend to maintain the history and to use this subdiv proxy for rendering, not just a subdivided lowres version. I have tweaked the corners of the smoothed UVs on the subdiv proxy, and so only the subdiv proxy will render seamlessly in those corners.
To render correctly, the following subdivision levels should be set:
The Body: Level 3
The Claws: Level 3
The Teeth: Level 0
The Eyes: Level 1
In the Maya folder you will find a ''T_RexRigged'', a ''T_RexHeroPose'' and a ''T_RexWalking'' file which have been set up with a linear workflow colour management. If you are not familiar with the advantages of such a workflow, there is also a file called: ''T_RexRiggedNormalWorkflow''.
All scenes will render without a problem. The ones with the linear workflow look better, but you will run into issues when you try to merge it with assets that are not set up for a linear workflow. I highly recommend everyone to look into the practise of a linear workflow. Once you are familiar with it, you will never look back. Digital tutors has a good course that is both easy and short.
Rigging and animation remarks:
The T-Rex body has 187 corrective blendshapes driven by the joint rotations and custom attributes on control curves. There are also four extra blendshapes that can still be worked with. They can be found in the ''BlendShapeLayer'' display layer.
The T_Rex has 6 IK-FK switches: Two for the arms, two for the legs, one for the head and one for the tail. They are the white circles with the cross in it. To reduce clutter, the viewport will only show the FK controls if the switch is set all the way to ''FK'', and only IK controls if the switch is set all the way to ''IK''. Both controls are visible in the intermediate settings. The exception are the IK foot controls, which are visible all the time.
IK for the tail means: A joint tail chain driven by a dynamic curve. The FK_Tail_Control curves also deform the start- and rest curve for the dynamic nHair curve in the tail. When animating, set the ''IK FK Tail Switch'' attribute on the TailSwitch to 10. Then during playback, set it to -10 to see the dynamics on the tail. Controls for the dynamic curve can be set on the TailSwitch, so you don't have to dig for the hair system in the outliner. You do have to dig for it once the animation is finished and you want to solve the dynamics. Just open the Outliner, and select ''hairsystem1'' (T_Rex > TailHairsystemGroup > hairsystem1). Then go to: nCache > Create New Cache.
Remember that the stiffness of the tail can also be adjusted by keying the ''IK FK Tail Switch'' attribute. This can be done before or after solving the dynamics on the tail.
Apart from the usual translation and rotation attributes on the control curves, there are some extra options to be found on some switches and control curves:
-On the ShoulderControl curve