Mark

All Extended Uses
Included Formats
3ds Max 2011 mental ray
3ds Max 2011(SSS+) mental ray
ZBrush 4R6
Other Files
SSS_Fast Skin+_shader_install.zip
Zap's SSS Fast Skin Shader
BODY_EYESdiffusePSD.zip
3D Model Specifications
Product ID:793708
Published:
Geometry:Polygonal Quads/Tris
Polygons:53,384
Vertices:55,747
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since June 2008
Currently sells 46 products
Achievements:
2 Ratings Submitted
Product Rating
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Description
Mark is a handsome male subdivision 3d model. Clean, animation friendly topology is based on edge loops wherever possible. All geometry is mostly quads, partly tris. Main mesh (body) has 5758 quads and 10 tris.

Big enough, up to 8000x6700 pixels sized textures are all hand-painted and saved in lose-less TIFF files. To see the rest of details, check the last thumbnail. Displacement and normal bump textures were generated in Zbrush 4R6 (ZTL models of body and clothes with multiple detail levels are included).

Body (face) and eyes diffuse textures are downloadable in original PSD format with layers intact.

There is a choice between two hairstyles, or you can use no hair at all. Hair is regular 'hair and fur' modifier using texture maps to achieve the look. Eyelash and eyebrows are made with the same method.

The rig is standard biped plus jaw bone. Tongue is driven by IK-controled spline. Body deformations is corrected by 'skin morph' modifier in the problem areas. Facial animation is blend morph system with GUI control. Most common phonemes are also available.

Model is ready to render as shown without any additional plug-ins. But the teeth look much better with special Zap's SSS fast skin material on them (scene, installation file and instructions are included). The shader is free, available on the internet and easy to use.

A 1200x1200 px picture takes from two to five minutes to render on Intel i7 + 12 Gb of RAM, depending on how close a camera is, close-ups taking longer. Lighting setup is very simple - four spotlights with raytraced shadows without GI.

Clothes are relatively high-poly in order to look realistic, so symmetric low-poly proxy geometry comes in to make rigging easier, be skinned instead and serve as a driver for actual garments (check the last MESH thumbnail). This objects are also easier to simulate.

To avoid the body showing through the clothes, morph targets that make Mark's body parts covered with fabric thinner is used (look at the GUI). Also some garments have spinners (attribute holder modifiers) to hide them under the clothes worn above. To work with Mark in the nude, switch respective controllers to the 'nude' position.

Planning to use the model outside 3ds max? Then look at the cheaper version: ID 784164
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