Mark is a handsome male subdivision 3d model. Clean, animation friendly topology is based on edge loops wherever possible. All geometry is mostly quads, partly tris. Main mesh (body) has 5758 quads and 10 tris. System units - centimeters. Mark is about 180 cm (5'11'') tall.
Big enough, up to 8000 x 6700 pixels sized textures are all hand-painted and saved in lose-less TIFF files. To see the rest of details, check the last thumbnail. Displacement and normal bump textures were generated in Z-brush 4R6 (ZTL models of body and clothes with multiple detail levels are included).
Body (face) and eyes diffuse textures are downloadable in original PSD format with layers.
There is a choice between two hairstyles, or you can use no hair at all. Hair is regular 'hair and fur' modifier using texture maps to achieve the look. Eyelash and eyebrows are made with the same method.
The rig is standard biped plus jaw bone. Tongue is driven by IK-controlled spline. Body deformations is corrected by 'skin morph' modifier in the problem areas. Facial animation is blend morph system with GUI control. Most common phonemes are also available.
Mental Ray set-up: Model is ready to render as shown without any additional plug-ins. But the teeth look much better with special Zap's SSS fast skin material on them (scene, installation file and instructions are included). The shader is free, available on the internet and easy to use Lighting setup is very simple - three spotlights with ray-traced shadows without GI.
Vray set-up: No additional plug-ins. GI is on. Couple of vray lights plus dome light with HDR image are used. Most of the presentation images were rendered with Vray (see the caption).
Some clothes are high-poly in order to look realistic, so symmetric low-poly proxy geometry comes in to make rigging easier, be skinned instead and serve as a driver for actual garments (check the last MESH thumbnail). This objects are also easier to simulate. This concerns office suit, sweater, jacket and jeans. The rest of clothes are skinned directly to the biped.
To avoid the body showing through the clothes, morph targets that make Mark's body parts covered with fabric thinner is used (look at the GUI). Also some garments have spinners (attribute holder modifiers) to hide them under the clothes worn above. To work with Mark in the nude, switch respective controllers to the 'nude' position.
Planning to use the model outside 3ds max? Then look at the cheaper version: ID 784164
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