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.