hairCurvesExported.fbx - hair curves (nurbs) converted from shave and a haircut hair primitives. ----------------------
Mesh resolution - Polycount (quads):
main wolf mesh: 5670
eyeballs/corneas: 288 gum-teeth: 2778 tongue: 508
background plane: 1
*********************** RIG NOTES:
This model is rigged using simple ikHandles and NURBS primitive control objects to help achieve realistic animations of the limbs, joints, and muscles. The rig in scalable. Control objects can be easily manipulated through the transform tools to achieve desired animations.
BlendShapes included (connected to Ctrl_Head):
- Open/close mouth - Open/close eyes - Aggressive
SHAVE AND A HAIRCUT NOTE: You would need Shave and A Haircut for Maya 2017 (*/**) in order to render the hair, otherwise you would be able to render only the main mesh. For an even better render quality you can increase the hair primitives count up to your machine memory limit (The actual renders have been made on a machine based on a single I7 cpu with 16 gigs of ram - about 5 minutes for a 1480x800 frame) --6 different hair systems for a total of about 4mil hairs.
Included: Exported hair curves created by hair primitives (FBX and Maya 2017 ascii) so you can use them as guides if you' re using a different Fur/Hair plugin.
* The actual files have been created with Shave and a haircut 9.6v5 ** Please always use an updated Shave and a haircut release to avoid rendering issues.
ARNOLD RENDERER NOTE:
* The actual rendering settings (AA=5) are for a medium quality output (preview images shown above). To get better quality images you can increase the Arnold settings up to your machine limit. ** Arnold release used: -MtoA 188.8.131.52 -Arnold core 184.108.40.206
-The model is provided in the standard RIG pose. -The signature preview poses (howling and aggressive) are also included in s