Highwayman - Aparejado y animado

$125

Licencia estándar | Licencia de actualización
Formatos (6)
Native | Lightwave 2020 | Default Scanline
3ds Max 2020 | Arnold
3D Studio
OBJ
FBX
Otros archivos
ALEMBIC-No maps.rar
Especificaciones
Fecha de publicación February 21, 2022
identificación de producto 1858258
Poligonos 35,574
Vértices 61,799
Sólo quads poligonales
Texturas
Materiales
Mapeado UV
UV sin envolver que no se superponen
Riggeado
Animado
PBR
Juego
member avatar
r189
155 Productos | Contributor Desde 2005
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descripción

Man WITH HAIR CARDS: 35,574 polys
WITHOUT HAIR CARDS: 21,144 polys

This model comes with several pre-animated scenes to get you started:
HIWYMan_ANIM_001b - Maskless
HIWYMan_ANIM_001b-RED-Maskless
HIWYMan_ANIM_Walk_Cycle
HIWYMan_ANIM_Walk_Long-1
HIWYMan_Turn-Aim-ANIM_001a
HIWYMan_ZERO_Maskless
HIWYMan_ZERO

- HIWYMan_ZERO - Is the basic non animated - rigged scene

There is also a "RENDERS" folder in each set that has a handful of scenes that reflect the images shown on this page.

Lightwave: I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.

MAX: has many different controllers as well as direct bone manipulation

In Lightwave “Highwayman MASTER” moves the entire rigged object
In Max the “LOC-POINT” moves the entire rigged object

MAX: The main controlling Object “LOC-POINT” attached to "ROOT" bone
LW: The main controlling Bone is the "ROOT" bone

Max: The feet and legs are controlled by "LT-Foot" and "RT-Foot" objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls.
LW: The feet and legs are controlled by "LT-Foot" and "RT-Foot" bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up

Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects
LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones

Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects

LW: the Knees and Elbows are a bit different and are managed by “LT_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - a bit tricky at first, but you’ll get the hang of it

Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers

There are 49 Morph targets:

Notes:
There is a bone located on the upper right chest: The CAPE-Pistol Handle bone - it allows you to alter the cape's position if the pistol handle protrudes.

There is also a short sword under the Cape on the left hip - it's position can be controlled via the "Sword-Dummy", and if used activate the "z-Cape-With-Sword" morph target, this molds tha cape around the sword handle.

In a like manner, there is a "Pistol-Dummy" that allows for fine tuning of the position of the Flintlock pistol tucked into his belt - activate the "z-Pistol-Tucked" morph target to make his belt fit around the pistol - or remove the pistol and do not invoke that morph target.

In Lightwave there is a model with the Mask layer turned off, if you don't want the mask to show
In Max you can go into the "Slate" Material Editor scroll down the "HyWyMn-3" material find "(71) Mask" and swap the "Mask" material for the "Mask Hidden" Material - to make the mask go away.

Image maps are 4k

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