3D high-poly model created for rendering use in 3Ds Max 2011. The renders and materials were created using VRay so the model is VRay ready.
The actual cords are splines. Their number of steps (edge loops) can be changed (just like a normal, renderable spline)(even while skinned) which would increase or decrease the poly-count accordingly. They are set at 20 steps in this file.
The model is not unwrapped but it is broken into different material IDs for use as a multisub object.
Included is one file where the model is rigged and skinned and one file where it is only rigged and not yet skinned. The reason for this is because the rig breaks when imported or merged into another file. You may be able to figure out how to make it work, but the only way I have been able to make it functional is to re-skin it after importing the non-skinned version into a new file. The file that is skinned works perfectly fine inside of its own file.
There are 2 files (skinned and unskinned) using Vray materials and then 2 files (skinned and unskinned) set in Scanline. The Clamps.obj is just the clamp models without the spline cords and the ClapsAndCords.obj is the clamps along with the splines after converting them to editable polys (although those probably won't animate as well as the original splines and will take longer to skin).