The Transforming Generic Hero was authored in Maya 2010 and rendered in Mental Ray. The renders were done strictly with Ambient Occlusion as this is intended to be a multi-purpose, generic male character. The UVs are unwrapped, however, and ready for texture maps.
The model is parented to a control curve called: genericHeroTransform_v1a1:topCtrl. This control curve is locked but if you wish to change the character scale, you can unlock the attributes - (MAYA only) - and the character should scale with the rig properly. NOTE: You must use this node if you wish to change the scale and keep the rig in tact.
The model has a simple animation intended to demonstrate how the blend shape transforms the hero from weak character to heroic character.
Return the timeline to fame 0 or earlier to get the model back in bind pose.
Use the blend shape window to clear keys on the heroic transformation blend.
Note on smoothing. The Ctrl top curve also contains a custom attribute called 'smooth'.
Use this smooth attribute to control subdivision levels if desired.
The smooth node allows for multiple subdivision settings. 0 - 2. Vert and face numbers were taken from the setting 1.
Occlusion renders were done at smooth setting 1 while outlines were done at setting 1.
The Vertice and poly counts were taken at the 0 setting.