Below are described similar features for all products included in the collection as well as specific features unique for each product.
Originally created with Autodesk 3ds Max 2015. The model is suitable for use in broadcast, high-res film close-up, advertising, etc.
....::: GENERAL INFORMATION :::....
Each product in the collection includes two 3ds Max versions:
A. With V-Ray renderer setups (SSS-materials, displacement maps, V-Ray lights) B. With Scanline standard renderer setups (Standard materials, no displacement maps, basic lighting)
Models is built to real-world scale. Units used: Milimiters. Athlete Female is 170 cm tall. Athlete Male is 178 cm tall.
Characters have haircuts created with Hair&Fur plugin. Body hair and beard created with VRayFur plugin.
All preview images rendered with V-Ray (information about rendering time you can find below).
You can download a manual describing how to set the character in pose, control facial animation and render under 'Other files'.
....::: TEXTURES :::....
Total number of textures is between 19 and 22 for each character. SSS-material for skin uses 5 high-res textures (resolution up to 12288x12288px). 750x750 to 8192x8192. All textures come in .JPG. Total size of all textures is between 27 MB and 34 MB.
....::: RIG AND FACIAL ANIMATION :::....
Body and clothings rigged and skinned (Biped + Skin). Facial animation controlled by Morpher modifier. Morpher is wired to viewport sliders. Facial animation is controlled with 30 morph targets. Viewport sliders give full control of the face - mouth, eyes, iris, brows, jaw. Facial expressions: mouth open; smile (close); smile (open); anger; fright; frown; jaw left-right; jaw front; eyebrows left up-down (both or separately); eyes close; eyes widely open; eyes iris (pupil size). The character rig has quality limitations. Setting the body in extreme positins may cause some imperfactions and geometry issues to appear in areas of various joints (for example - shoulder, elbow, wrist, knee, ankle joints and etc.). The errors are more likely to appear when the IK palm bones are used exclusively. Using the IK bones in combination with the FK bones is recommended. The model has no animation keys set up, but can be easily animated with assigned morph targets and bips. You can also import data obtained through Motion Capture.
....::: POLYCOUNTS :::....
Total polycount of the scene with subdivision turned off for all objects: Athlete Female: 13495 faces, 14207 vertices Athlete Male: 12578 faces, 13205 vertices Most objects require 1-2 iterations of MeshSmooth/TurboSmooth for obtaining good results for close-up render. Files come with subdivision turned on with iterations set to these values, model is ready for good quality rendering.
....::: RENDERING TIME :::....
A general render covering the whole body at 1600x1200px resolution on Intel Core i7 930 (3.8Ghz, 4 cores/8 threads) takes:
A. With VRay setups (SSS-materials, displacement, Hair&Fur, 6 lights) ~ 3 min 30 sec B. With Scanline Render setup (standard materials, no displacement, Hair&Fur, 4 basic lights) ~ 1 min 40 sec
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