Rattlesnake

All Extended Uses
Included Formats
Sep 15, 2014
CheckMate Lite Certified
Cinema 4D 15.057 Native Default Scanline
3ds Max 2011 Default Scanline
Maya 2011 mental ray
Other Formats
Autodesk FBX 6.1
Other Files
Rattlesnake_HiRes_Textures.zip
High Resolution Textures (JPG)
3D Model Specifications
Product ID:843474
Published:
Geometry:Polygonal Quads/Tris
Polygons:316,273
Vertices:301,273
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since October 2005
Currently sells 351 products
Achievements:
20 Ratings Submitted
Product Rating
Description
—— 3d model of a Western Diamondback Rattlesnake ——

• Photorealistic 3d model of a Rattlesnake
• High detail mesh geometry
• All important details made using real 3d geometry
• Fully UV textured (non-overlapping UV unwrapping)
• Including high resolution, hand-optimized texture maps
• Suitable for close-ups
• CINEMA 4D version includes experimental rigging (read notes below)
• Base mesh is made of 316273 Polygons / 301273 Vertices
• Mesh consists of 90% Quadrangles (284711) and 10% Triangles (31562)


—— Included Texture(s) ——

• rs_eye_c.jpg (1024 * 1024 pixels, Color map)
• rsnak2_c.jpg (896 * 12287 pixels, Color map)
• rsnak2_d.jpg (597 * 8191 pixels, Displacement map)
• rsnake_c.jpg (4096 * 4096 pixels, Color map)
• rsnake_d.jpg (2048 * 2048 pixels, Displacement map)


—— Additional High Resolution Textures (in separate archive) ——

• rs_eye_c_HIRES.jpg (2048 * 2048 pixels, Color map)
• rsnak2_c_HIRES.jpg (1791 * 24573 pixels, Color map)
• rsnak2_d_HIRES.jpg (1194 * 16382 pixels, Displacement map)
• rsnake_c_HIRES.jpg (8192 * 8192 pixels, Color map)
• rsnake_d_HIRES.jpg (8192 * 8192 pixels, Displacement map)


—— Important Notes (Lighting / Rendering / File Formats) ——

• This model has a very high density mesh. A fast CPU and 8GB RAM are highly recommended!
• Lighting & Render environment setup as seen in the previews is not included
• Native scene format is Cinema 4D (includes rigged version based on HyperNURBS)
• Only (straight) base pose included
• The rig utilizes the Mesh Deformer object as well as the Pose Morph Tag - so please check if your version of Cinema 4D supports these features
• Renderings above are usage examples based on the rigged Cinema 4D version
• Other formats might need minor material tweaking to achieve similar results as shown above (e.g. the Displacement maps are currently not activated in Maya and 3ds Max for speed reasons)


—— Important Rigging Notes ——

The included Cinema 4D rigging is currently marked experimental as there is one important limitation:

For some reason the Mesh Deformer object which is used to deform the snakes body doesn't work in conjunction with R15's Subdivision Surfaces. An optimized rig will be added here as soon as there is a solution to this. If you should find a useful solution for this issue yourself, I would be very thankful if you could share it with me (just contact the TurboSquid support team so they can forward it to me).

Here are some hints and informations for working with the current rig:

The snake can be controlled using several control sliders and handles. The handles (which can be easily moved around and keyframed) are connected to a Spline-IK which is controlling a joint chain. This joint chain is bind to a simple proxy mesh which deforms the snakes whole body using a Mesh Deformer. The mouth and teeth are controlled by some joints which are connected directly to the snakes head mesh.

To achieve more complicated poses it might be necessary to adjust the joints manually. E.g. you can use the IK-Spline handles to roughly pose the model, then turn off the Spline IK tag and continue to refine the pose by manually editing the joints. That's the way how some of the examples on this page have been made.

If you should mess up the IK chain, you can reset the rig by finding the Weight tags on the objects 'POLYGONS_Mesh_Deformer' and 'RATTLESNAKE_HEAD_MESH' and clicking 'Reset Bind Pose' in the attributes editor. It's also a good idea to keyframe the handles at frame
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