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Alligator

$399
or
Royalty Free License
- All Extended Uses
Included Formats
Jan 9, 2015
CheckMate Pro Certified
Maya 2015 mental ray 3.12

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3D Model Specifications
Product ID:867728
Published:
Geometry:Polygonal Quads only
Polygons:31,534
Vertices:32,082
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since October 2009
Currently sells 25 products
Achievements:
Product Rating
Unrated
Description
This alligator scene comes with both a displacement map and a normal map to fit your production needs.

You won't be disappointed with this model!

This is one of only a few actual alligators on Turbosquid!

This alligator has an incredibly accurate
displacement, doubling the level of realism! The
contours render with precise perturbation of the
surface.

All textures are 4096 x 4096 pixels.

Textures and file formats are the following:

-- Diffuse .TGA (24 bit)
-- Specular .TGA (24 bit)
-- Reflectivity .TGA (24 bit)
-- Displacement .EXR (128 bit - floating point data)
-- Normal .TGA (24 bit) (The normal map is included
and is similar to the displacement. For this model,
the normal map doesn't stack with the displacement
map. Use the Normal map for real-time rendering).

UVs are non-overlapping.

The mesh is 100% 4-point polygons.

The polygon density is perfect for life-like
deformations for animation; accurate skin folding and
joint deformations.

Upper and lower teeth, left and right eyes are
separate polygon shells, and can be easily separated
into multiple objects, if needed. The tongue is part
of the base mesh, but can be separated with ease by
following edge loops.

The Maya scene has a ground plane for the soft
backdrop. The scene uses the default Physical Sun and
Sky shader, combined with a simple three-point studio
light setup. The sun light and the key light are
casting shadows on the alligator. The key light does
not cast shadows on any other object.

All images with the alligator's full body is framed,
the Mental Ray Render Division Level is 0, and close-
ups are at Render Division Level 1, unless otherwise noted.

Displacement tesselation is controlled by the Mental Ray Approximation Editor.

This scene will render just as you see in the images
above. On a system with an Intel i7-3820 at 3.6 Ghz,
and using the Mental Ray Approximation node, the
displacement will render at approximately 5 minutes
and 45 seconds per frame at 1600 x 1600 pixels. If
the camera is closer than the full body framed, then
it will render a little longer, approximately 12
minutes. Also, when rendering closer, increase the
Mental Ray sub-division surface, Render Division
Levels set to 1, 2, or 3 for more accuracy. Render
times can significantly increase.
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