Dong is a realistic model of Asian man that was originally modeled in 3ds max 9 and now is ready for animation. Clear edge loops based mesh with reasonable polygon count and normals bump maps contributing to the level of detail of both body and clothes. Separate maps set for head (4096x4096px) and for body (6144x6144px) that you might need to reduce to render. To make the renders I actually used 60% of original textures size max.
Dong is originally bald and has two types of hair to wear – two polygonal hairs with opacity maps and native 3ds max hair grown from the low poly object linked to the head. Eyebrows are painted but also have hair to look even more realistic.
Object ‘body’ has 5646 polygons (including only 2 triangles) and 5689 vertices without ‘turbosmooth’ applied (8944 polys with eyes, teeth and tongue). Model is symmetrical. Units = cm. Dong’s hight is 180 cm. Rigged with ‘skin’ modifier with all the clothes. “Morpher” modifier for facial animation. Objects in the scene are logically subdivided into layers, so it is good idea to use layer manager. Character studio biped with additional bones is being used. Two twists for upper arm, forearm, thigh and calf.
Previews were rendered with 3ds max’s scanline renderer , three spots and a skylight. No post work on the images, only text was added.
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