Originally created with 3ds Max 2011 using the Mentalray renderer,file
||USAGE||
This model is suitable for use in advertising, design visualisation, forensic presentation, film, game cut scenes, etc.
||FEATURES||
- Three different iris textures, blue and green/brown,brown. - Underwear set. - Rigged with Character Studio biped,Skin, Skin Morph plus extra bones for better deformation. - Realistic SSS (Sub Surface Scattering) skin shaders. - Blended Facial morph controls,with volume controls for mouth and eye areas. - Eye controls with individual Left / Right control option plus fleshy eye movement and pupil dilation. - WSM hair and Fur modifiers for eyelashes, eyebrows and hair. _ Works well with MoCap data (minimal cleanup).
||SPECS||
- Total Polcount Polys 30675 Verts 31931
Polycount includes primary character geometry at lowest subdivision level(no smoothing) and non renderable hair base meshes....Rig driver objects, morph targets and scene objects are not included in the count.
||PRESENTATION IMAGES||
- All preview images are rendered with Mentalray - No compositing used, Product is ready to render as previews, Lights and cameras included in file.
||TEXTURES||
- All textures are in .tiff format. - 4096x4096 for main body. - 2048x2048 and lower for rest. _ All body textures are hand painted.
||GENERAL||
- Model is built to real world scale. - Units used: cm, model is 182.88cm tall (6'). - Scene objects are organized by layers/Groups. - No third-party renderer or plug-ins needed. - All objects individually named and in appropriate layers. - All mesh objects are editable poly with modifier stack intact.
||ADDITIONAL NOTES||
- Other... .Fig files, hair guides, all morph targets,Poses included in file. _All hair guides have been saved as splines, for style backup(Max). _ZTool contains Body and Clothes.
_3dsMax 2013 needs latest updates to render hair correctly, also the specular tint in the Hair and Fur settings needs to be set to white (3dsMax2013).
Nous ne vous contacterons qu'en cas de problème avec une commande.
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