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Warrior_Full Rigg

$79
or
3D Model License: Standard    Upgrade License
FORMATS
NATIVE
3ds Max 2016  |  mental ray
3D Studio
Other
FBX
OBJ
3D Model Specifications
11,477 Polygons
12,152 Vertices
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
non-overlapping Unwrapped UVs
Rigged
Product ID: 1086068
122 Products
Since 2015

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Game ready warrior

Ready for game,render,animation.
Suitable for use in realtime games design visualization, etc.

Rendered without subdivision
The weapon is not included: you can buy it separately
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This model contains 2 object attached: Skin and Armor
        -Each obj have his own textures
        -Each obj have ID's: Skin ID 1
                                           Armor ID 2
        -Freez Transform
Real-world scale: Hight 183cm


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Polycount:

Poy :11477
Verts :12152
Tris :21302

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Material:
        Multimaterial with 2 ID's(1 for skin, 2 for Armor)
        Materials and Bitmap texture files named descriptively.

Don't forget the mesh are attached and if you want tu use Uvw Unrwap detach them using ID select

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Texture:
        Skin: Diffuse,Normal,Roughness,Metalness ( resoultion:2048 and 4096) format:png
        Armor:Diffuse,Normal,Roughness,Metalness,Emisive(resoultion:2048 and 4096) format:png


        I provide you a .rar(Aditional_Maps.rar) file with texture pack(include: UV,AO,ID and Curvature maps)
        You may need to flyp Y(green channel ) on normal map for best resoults
        In Max all maps paths are striped

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File format:

.max 2013 ,2014,2015,2016
.obj
.FBX
.3DS

OBj,FBX,3DS version is not rigged

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No special plug-ins needed to use this product
No isolated vertices
        No coincident vertices
        No coincident/coplanar faces
        No overlapping Faces, Vertices,Faces,Edges
        No isolated Vertices
        No multiple Edges
        No empty objects
       No open edges or borders that cause see-through cracks in the model when rendered
       No poles with more than 4 edges on the model

Base of model at 0,0,0 origin

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Rig:

No need skin adjustement
IK and FK rig
The Left and Right Foot controlers have Custom Attribute for Knee Swivel

Named descriptively:
Controls,Bones,Ik and Character have his own Layer:

    Bones name: BN_LKnee....
    Ik name: IK_LAnkle....
    Controls name: CN_RWrist....

         Bone:
Hed,Neck,Right_Shoulder,Left_Shoulder ,Spline,Spline1,Spline2,Hips,Left_Up_Leg,Righ_Up_Leg, LeftKnee,RightKnee,LeftToeBase,RightToeBase,
LeftToe_End,RightArm,LeftArm,RightElbow,LeftElbow
,RightWrist,LeftWrist,
RightHandThumb1,2,3 and Left,RightHandIndex1,2,3 and Left,RightHandMiddle1,2,3 and left
RightHandRing1,2,3 and Left,RightHandPinky1,2,3 and left

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Controls:
Head,Neck,LShoulder,RShoulder,Spline,Spline1,Spline2,Hip,LFoot,RFoot,LHeel,RHeel,LToeBend,RToeBend,LToeTip,RToeTip,FullControl,RHumerus,LHumerus,
RElbow,LElbow,RWrist,LWrist and For each fingger

For controls I use Spline and Point Hleper for fingers

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IK:
LeftAnkle,RightAnkle,LeftToeBase,RightToeBase,LeftToe_End,RightToe_End,RightHumerus,LefttHumerus,



Hope you like it!
Also check out my other models

Dorondei
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