This is a rigged 3d model of Naruto from the Naruto Shippuden series. Character is in full battle attire, ninja butt pack and shuriken thigh pack included. The character also comes with two ninja weapons, a kunai and shuriken.
Additional assets(Cloak, Big scroll, Big scroll strap and Sage eyes) to transform Naruto into sage mode have also been provided.
*Sage assets have also been rigged and skinned to the character.
....::: GENERAL INFORMATION :::.... This product includes 2 3ds Max versions: Rigged for CAT and Setup for Vray Ray rendering Rigged for CAT and Setup for Defaut scanline rendering
1 fbx version Fbx version contain meshes, skeleton, skinning data, and blink morphs.
One 9 page product manual: that covers a few basic CAT features
Model is built to real-world scale and is ~196cm tall.
....::: TEXTURES :::.... The product has a total of 15 .jpg textures.
....::: RENDERING :::.... All the above still renders where achieved with the V-ray renderer. The V-ray file is setup for a linear rendering workflow. Images render with a gamma correction of 2.2 in the vray render window.
*All the above renders where achieved with no normal or displacement maps. Product relies soley on color maps and a few specular maps for the metal assets.
....::: BODY AND FACIAL RIG :::.... The character is rigged and skinned with the CAT system and has a motion capture friendly bone hierarchy. (product manual contains instruction on how to add motion capture) The character rig will also work with any bipedal CAT motion preset.
The rig has IK and FK controls for the hands, legs and spine and head.
Facial rig is controlled by 28 facial bones including tongue teeth and a jaw. All face bones can be moved, rotated and scaled. The characters blinks/eyelid controls were created with a Morpher modifer and are wired to 5 viewport sliders(Blink, Blink Left, Blink Right, Left).
....::: SMOOTHING :::.... 3ds Max :::.... Each mesh of the character has a turbo-smooth modifier applied to it. turbosmooth iterations range from 2 to 3 for each mesh. Reduce turbosmooth iterations where you deem fit to reduce the overall polygon count of your scene.