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Human Anatomy for Simulation

Free
Royalty Free License
- All Extended Uses
Included Formats
Maya 2016
Maya 2016
FBX
OBJ
FBX
OBJ
3D Model Specifications
Product ID:1118599
Published:
Downloads:150793
Geometry:Polygonal Quads only
Polygons:806,436
Vertices:807,308
Textures:Yes
Materials:No
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since September 2015
Currently sells 1 products
Achievements:
Product Rating
21 Ratings Submitted
Mickle3
Feb 23, 2017
It's amazing kit! Thanx a lot to creator!
lombachico
May 3, 2017
anne0206
Jun 5, 2017
JohnThompson2
Jul 10, 2017
Doesn''t work with Hitfilm.
imao
Aug 12, 2017
Mille merci !
finu17
Aug 22, 2017
wonderfull!
kakgfx
Sep 12, 2017
good
member6526742329
Jan 7, 2018
member2570800399
Jan 19, 2018
Entropy7
Feb 16, 2018
MasonBali
Apr 8, 2018
Amazing work!!!! It is so clean and everything is well named!! Many thanks to the people or person who worked on this one!!! :)
member5339165464
Apr 8, 2018
I can''t believe this is free ! Thank you !
member1642047922
Apr 10, 2018
nice 5 stars
member5041111253
Jul 13, 2018
pjr413
Jul 30, 2018
member3970063985
Sep 26, 2018
member4949167821
Oct 30, 2018
member4095008777
Nov 11, 2018
MikeTryson
Nov 16, 2018
Thanks.
Description
====DESCRIPTION====

This is a model set that contains detailed and anatomically accurate Human Skin, Fascia, Muscular and Skeletal System.
It is designed to be artisticallyin appearance, but also highly optimized for muscle and skin simulation in 3D space.
While it is a very complicated and dense structure, there is no intersections or self-intersections at all.
In addition, each face is composed of relaxed and uniform size and grid-like topology as much as possible.This gives a highly reliable simulation result with no bias.
This stability will reduce the number of times to repeat the simulation with undesirable results or unexpected errors and will allow you to concentrate more on quality.


====USAGE====

The usage is very simple. Match both the skin shape of your model and the skin shape of this model. Then simulate. This is enough.
There are two approaches to match shapes. If you match your model to this model, shrink wrap would be the best.
It contains high resolution skin models for precise results and low resolution skin models for more handy operation.
If you match this model to your model you can use cage deformation or sculpt muscles individually to fit your model's skin.
Even so, it is recommended that the muscle shapes at the start frame of the simulation is the default state without sculpting.
Since the intersections or self-intersections have been carefully eliminated, the simulation should always start with the initial state, as is usually done with cloth simulation.
It also have a weight map to fix tendons when doing the simulation. If you are Maya user and use nCloth, please apply this weight map to nCloth's inputMeshAttract attribute.


It is also a model composed of uniform and beautiful flow along the muscles, so it is a ideal base mesh for sculpting.
The shape of the skin is actually the result of simulation with this muscle model, and almost no additional sculpting is done.
This means that the shape of the skin is anatomically reliable as well.
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