Man WITH HAIR CARDS: 35,574 polys WITHOUT HAIR CARDS: 21,144 polys
This model comes with several pre-animated scenes to get you started: HIWYMan_ANIM_001b - Maskless HIWYMan_ANIM_001b-RED-Maskless HIWYMan_ANIM_Walk_Cycle HIWYMan_ANIM_Walk_Long-1 HIWYMan_Turn-Aim-ANIM_001a HIWYMan_ZERO_Maskless HIWYMan_ZERO
- HIWYMan_ZERO - Is the basic non animated - rigged scene
There is also a 'RENDERS' folder in each set that has a handful of scenes that reflect the images shown on this page.
Lightwave: I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.
MAX: has many different controllers as well as direct bone manipulation
In Lightwave “Highwayman MASTER” moves the entire rigged object In Max the “LOC-POINT” moves the entire rigged object
MAX: The main controlling Object “LOC-POINT” attached to 'ROOT' bone LW: The main controlling Bone is the 'ROOT' bone
Max: The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls. LW: The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up
Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones
Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects
LW: the Knees and Elbows are a bit different and are managed by “LT_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - a bit tricky at first, but you’ll get the hang of it
Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
There are 49 Morph targets:
Notes: There is a bone located on the upper right chest: The CAPE-Pistol Handle bone - it allows you to alter the cape's position if the pistol handle protrudes.
There is also a short sword under the Cape on the left hip - it's position can be controlled via the 'Sword-Dummy', and if used activate the 'z-Cape-With-Sword' morph target, this molds tha cape around the sword handle.
In a like manner, there is a 'Pistol-Dummy' that allows for fine tuning of the position of the Flintlock pistol tucked into his belt - activate the 'z-Pistol-Tucked' morph target to make his belt fit around the pistol - or remove the pistol and do not invoke that morph target.
In Lightwave there is a model with the Mask layer turned off, if you don't want the mask to show In Max you can go into the 'Slate' Material Editor scroll down the 'HyWyMn-3' material find '(71) Mask' and swap the 'Mask' material for the 'Mask Hidden' Material - to make the mask go away.
Invalid Payment Information.Please complete the required fields.For help: Chat or Contact Support.
Add a PaymentChange Method
Cardholder
Billing Address
Telephone Number
Country
We will only contact you if there's a problem with an order.
Account Supervisor:
Supervisor Email:
Supervisor Telephone:
Current Credit Balance:
Available Credit:
Default Payment Method:
*
*
*
*
* Required
VAT/GST: Edit
Estimated Total:Total:USD
Buy More, Save More
Get this item for $ when you bundle it with the items in your cart.
Email Cart
Verify your email address.
You can enter multiple email addresses separated by commas
or Cancel
Cart
Thank you for shopping at TurboSquid. If you have any questions about these items before you purchase, please contact us at https://support.turbosquid.com/
Please Note:
Products are subject to the TurboSquid, Inc. Term of Use on www.turbosquid.com. Prices are only guaranteed at the time of the creation of this document. Prices do not include additional fees, such as shipping, handling, and taxes.