Victorian Dickens Man 1 - one model 2 versions 3 color maps - All Quad This is a general Victorian man in greatcoat and top hat - He Doesn't have to be singing. You can apply the '0-B_FatMan3' morph to make him a different person. and on top of that there are 3 Image map sets to change the colors of his clothes. Works well in Dickensian street scene or steam punk scenario.
Victorian Dickens Man 1 - one model 2 versions 3 color maps Rigged and Animated for Lightwave version 11.6 and LW 2020 and up and for 3DS Max version 8.5 and 3DS Max 2020 and up Max: Standard, VRAY, ARNOLD LW: Standard, BSDF, PBR OBJ: including the obj morphs. FBX:LW 2011, LW 2018, LW 2020, Max 2009, Max, 2020
*************** MAX USERS*************** 2009 and 2020 versions are already setup and work correctly.
This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 model works correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll need to: 1) goto>> “GAMA and> Turn off LUTE 2) goto>> bottom of screen - “Normal Bump> Select Directx, so it reads the maps correctly.
Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to “turn up the volume” on them. So for “Body” instead of 1.0 in the “normal map” node use 1.2 or higher and in the “additional Bump” node instead of 0.08 use 0.008. *************** MAX USERS***************
This model comes with several pre-animated scenes to get you started: VM-ZERO.lws (base T-Pose and Rigged Scene) VM-WalkStopTIP-FIN.lws VM-WalkStop-FIN VM-SING-01.lws (Man is Carolling with sheet music) SIG_VG_Both_01
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.
>>>>>>>In Lightwave “VM-Master” moves the entire rigged object In Max the “LOC-POINT” moves the entire rigged object
MAX: The main controlling Object “CtrlC_COG” 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
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