This is a highly detailed T-Rex model set up with a Sub Surface Scattering Shader with efficient and clean topology ready to be rigged.
The model is textured with very high resolution (8192 x 8192) textures for colour, specular colour and normal map. There are lower resolution maps for translucency, backscatter colour and Vector Displacement. Users of the non native files should be aware that the displacement is a vector displacement. In case the Vector Displacement leads to problems, there is also a regular 16 bit displacement map in the ´´Textures´´ folder.
There is also a folder with some bonus textures including a base body texture and a mask for the scales to facilitate the creation of custom colour maps
The Maya file has a Subdivision proxy driven by a low resolution T-Rex. I recommend to mantain the history and to use this subdiv proxy for rendering, not just a subdivided lowres version. I have tweaked the corners of the smoothed UVs on the subdiv proxy, and so only the subdiv proxy will render seamlessly in those corners. This is something that users of the non-native files should also be aware of.
To render correctly, the following subdivision levels should be set: The Body: Level 3 The Claws: Level 3 The Teeth: Level 0 The Eyes: Level 1
The native file format is Maya. In the Maya folder you will find a T_Rex file which has been set up with a linear workflow colour management. If you are not familiar with the advantages of such a workflow, there is also a file called: ''T_RexNormalWorkflow''. Both scenes will render without a problem. The one with the linear workflow looks better, but you will run into issues when you try to merge it with assets that are not set up for a linear workflow. I highly recommend everyone to look into the practice of a linear workflow. Once you are familiar with it, you will never look back. Digital Tutors has a good course that is both easy and short.