low poly model, only quads, unwrapped all parts full custom rig(bones-blendShapes-curve controls) python script for default pose(inside native folder) ncloth system for dress (switch between poly-ncloth custom attribute) nhair system for more realistic look simple sss material for the body rendered with mental ray (final gathering on) Real work scale (cm) 167 approx.
poly count model: poly 9098 vert 9557 scebe: poly 84.800 vert 86.169
-Global control (scale the character) -independent FK/IK legs-arms with knee and elbow control (auto-hide proper controls) -Leg twist (upper-lower), Arm twist (upper-lower). Turn them on/off as you need with custom attribute -Torso FK-IK system -Face GUI (Graphic User Interface) -15 face expression -Space-switching for eyes(head-world) -Space-switching for the head (neck-torso-world). -Clean rig, hidden and lock unnecessary objects and attribute -Good naming conventions
TEXTURE AND MATERIALS
All texture are jpg format The body has SSS material(misss_fast_skin_maya). All other materials are standart maya material(blind,lambert,phong) except the bracelet whitch is mia_material_x. (body(epidermal-subdermal-specular) 8k), (eyelash(diffuse-opacity) 8k), (bra(diffuse-specular) 4k), (dress(diffuse-specular-bump) 4k), (eye(diffuse) 4k), (panties(diffuse) 2k), (shoeBase(diffuse) 2k) included IBL (image based lighting) 2048x1024 jpg. format
Native Maya format has everything from geometry to rig. The obj format has the geometry in T-pose all the blendShapes, all texture and materials except the body and bracelet, lights and cam. The fbx format has the geometry in T-pose all the blendShapes, all texture and materials except the body and bracelet, no lights and cam. IBL only for native format.