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Anatomia umana per la simulazione Modello 3D

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Licenza RoyaltyTutti gli usi estesi
Ritorni semplici
Miglior prezzo garantito
Funziona fuori dalla scatola
0 visite
Hermit3D

specificazioni

  • Geometriapolygonal_quads only
  • poligoni806,436
  • vertici807,308
  • TexturesYes
  • riggedNo
  • AnimatoNo
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltonon-overlapping

Formati e file

FBX
(.fbx)
46 MB

HumanAnatomy.fbx
Maya
(.ma)
234 MB

maya_software
HumanAnatomy.ma
OBJ
(.obj)
143 MB

HumanAnatomy.obj
FBX
(.fbx)
46 MB

HumanAnatomy.fbx
Maya
(.ma)
234 MB

maya_software
HumanAnatomy.ma
OBJ
(.obj)
143 MB

HumanAnatomy.obj

Descrizione

====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.
Nov 12, 2021 Data aggiunta
Nov 12, 2021 ultimo aggiornamento

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