3D model of realistic man in suit. 3D Characters for using in realtime video games and in any visualisation (rendering). All meshes built for animation. Low poly model can be smoothed or subdivided. (You may see subdiv model on the Thumbnails and on Turntables above) Originally created with Maya 2013
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This product include: Maya 2013 scene with standart shaders 6 sets of characters Maya 2015 scene with standart and OctaneRender shaders, all lights and HDR that you may see on Thumbnails
Meshes: set of Low res 18620 tris set of High res up to 50000 tris 3 color sets for suit and few for tie and shirt, 12 sets shaders \ textures for head, with differences in detail face (please see Thumbnails) 1 set of Low poly mouth / teeth / tounge with UV place on main head's texture, 1 set of Low poly mouth / teeth / tounge on separate UV and texture, 1 set of High poly mouth / teeth / tounge on separate UV and texture, 7 types sets of eye colors with meshes and separate HD textures (4096x4096 pix), 1 set of eyes with UV place on main head's texture, 1 set of HD eyelashes (mesh 4916 tris, 2 textures with alfa 512x512 pix), 1 set with low poly eyelashes (120 tris) with UV place on main head's texture.
Color, Specular, Normal maps, Alfa. Most Textures in TGA
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Thumbnails done in Maya viewport 2.0 with Hardware rendering, especially to show this model in real time rendering, like in engines of video games. No third-party renderer or plug-ins needed. Part of Thumbnails done in Maya 2015 with Octane Render shaders and HDR light. For this file needed Octane render plugin, Also You may use any software or hardware rendering type like V-Ray or MentalRay with HDR light to make same result as in this scene with OctaneRender
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The model is built to real world scale. Units used: Centimeters. Scene objects are organized by layers/Groups. All objects individually named and in appropriate layers. 3ds max scene may need to adjust shaders
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This head was invented. Any resemblance to anyone either seen as a coincidence.
Please have a look at other our 3D models by clicking at our Name