Mel was originally sculpted in Zbrush 4R6, then re-topologized to have clean and animation friendly topology and imported into 3ds max 2015. The final version of ZTL file is included.
Rigging is done using biped plus skin and skin morpher modifier to correct problematic areas. Biped has three twist links everywhere: upper arms, forearms, thighs and calves. Blended morph system with graphic user interface is used for facial animation.
All textures were painted by hand in photoshop in sufficient sizes (up to 8192 pixels). Most textures come in lossless tif and psd (with layers) formats. For displacement OpenEXR format, generated in Zbrush, is used. More information about textures is on the last preview image.
Some presentation images are rendered with vray, some with mental ray.
Mental ray: The simplest lighting scheme is used to render the preview images three shadow mapped spots. Very fast rendering.
Vray: GI is on. Couple of vray lights plus dome light with HDR image are present.
All hairstyles, the eyebrows and the eyelash are native3ds maxs hair and fur modifiers. Hairs are not based on splines, but use guides instead.
Some more data about the main mesh (body object) : 7033 polys, 7059 verts, All quads except two small tris inside the nose.
Units are centimeters. Mels height is 170 cm. All images are rendered in single pass, no compositing or any other post is used.
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