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Royalty Free License
- All Extended Uses
Royalty Free License
- All Extended Uses
Included Formats
Oct 9, 2012
CheckMate Lite Certified
3ds Max 2012 Default Scanline
3ds Max 2010 Default Scanline
3ds Max 2011 Default Scanline
a little texture to fake eye reflex
Diffuse Map
Glossiness Map
Normal Map
opacity texture just to cilia transparency
Specular Map
Normal Map to Maya with Mental ray, ajusted by one

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3D Model Specifications
Product ID:653064
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
TurboSquid Member Since June 2009
Currently sells 40 products
Product Rating
4 Ratings Submitted
A Male Warrior character
inspired from Dark Sun RPG world.


AllQuad 'Body' mesh;
15 Separate objects;
Triangles count :

Total: 12.466
Body - 9.400
Sword - 332
Forearm Shield - 369
Glove - 534
Underwear - 492
Strips - 376
Shin-Guard - 509
EarRing - 72 x 2
Teeth Up - 48
Teeth Down - 48
Tongue - 56
Eye - 63 x 2
Cilia - 32


Maps 2048x2048 :
Diffuse - 1 for everything;
Normal - 1 for everything;
Specular - 1 for everything;
Glossiness - 1 for everything;

Opacity - 1 for everything, just for transparency of the cilia;
and one of 128x87 - a little texture just to fake eye reflex;


The images with environment were rendered with mental ray more occlusion pass composed on photoshop.
The images without environment, rendered with fakeosity in scanline of 3dsmax.

All objects related with the character have ' MW ' in name
fine to looking for in 'select by name'.


With a manual rig,
All Rig controls are ' helper ' type, case you to want use filter selection in animation time, and named with ControlMW in first name.
If you lost the initial position, you can with controller selected click( alt+ Right Botton ) and ' assume skin pose ', to return to initial pose of position and rotation.
Can also copy the initial keyframe(frame 0) to desired frame.

With a rustic but functional face rig,
allows to get many different feelings.

In new version:
To animate the digits curves, use Scale local in your controller, and rotate to first finger rotation.


Strips simulation:
Strips are simulated with cloth of 3dsmax,
some cases may need adjustments.

Depending on the case, if the calculation is very heavy,
I suggest doubling the object body, let it not renderable,
apply on it an 'edit poly'
delete some polygons of parties with little or no contact with the strips,
as the head, hands, feet.
and then reconfigure the group of fixed vertices of the cloth to be fixed to this new mesh with fewer polygons.
May to be good use a shell modifier on top of stack of strips to give him a little extrude.


Environment in images not included;

OBJ version is not rigged;

For some types of poses abrupt,
you may need skin adjustments ;

The model for sale, is available on scanline 3ds render version( in this version, with only the model in scene, the render time was taking about 9 seconds on an image of 1600x1600 in i7 processor with 8gb ram );
But the standard material also works with mental ray,
and is not hard to configure the textures in a new shader to function with any other renders;

Have several morph angle deformers ajusts already made on skin modifier. But when animated,
if apear some flic sometime in the mesh, in the skin modifier, look for the gismo and its ' morph angle deformer ' for the affected area and agle, and adjust or delete it. Can also add some to improve more deformation of mesh.
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