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Gammalhuvud 3D-modell

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Specifikationer

  • Geometripolygonal_quads only
  • polygoner9,690
  • hörn9,779
  • strukturerYes
  • riggadeNo
  • AnimeradNo
  • 3D Printable ReadyNo
  • Spelklar (låg poly)No
  • UV MappadYes
  • Unwrapped UVsnon-overlapping

Formater och filer

3ds Max
(.max)
69 MB

vray 2.40.03
Old_Man_Head_max_vray.rar
3ds Max
(.max)
93 MB

mentalray
Old_Man_Head_max_mr.rar
Maya
(.ma)
93 MB

mentalray
old_man_head_maya.rar
Zbrush
(.ztl)
212 MB

old_man_head_zbrush.rar
FBX
(.fbx)
76 MB

old_man_head_fbx.rar
OBJ
(.obj)
76 MB

old_man_head_Obj.rar
Collada
(.dae)
76 MB

old_man_head_dae.rar
(.usd)
12 MB

263-usdz-extended.usdz
(.gltf)
40 MB

263-gltf-extended.glb
(.gltf)
40 MB

263-gltf-extended.gltf.zip
(.gltf)
2 MB

263-gltf_ktx2_draco_optimized-extended.gltf.zip
(.gltf)
2 MB

263-gltf_ktx2_draco_optimized-extended.glb
3ds Max
(.max)
41 MB

263-max-extended.max.zip

Beskrivning

|| OLD MAN HEAD || • 3d model of an old man head initially sculpted in Zbrush and finalized 3ds Max. The model is based on an East Asian character. || USAGE || • The model is constructed to be used as subdivision surface and render with displacement. Easy editing of clean topological forms will also enable it for real time purpose if required. • This model is rendered with a 32 bit displacement map for use in [broadcast, high-res film close-ups, advertising, presentations, etc.] • Geometry has good flow of loops to facilitate deformation when animated. || SPECS || • Model is composed of head and eye geometry. • Total count is 9690 polygons and 9779 vertices without subdivision. • All quad geometry. • The model is provided with materials and rendering setup to render as shown in preview images. • 3ds Max versions for both Mental Ray and V-Ray are provided. Maya version is setup using mental ray. • Source Zbrush model provided along with. || PRESENTATION IMAGES || • All preview images are rendered with V-Ray in 3ds Max if not specified. • No Photoshop or compositing used, Product is ready to render as shown. • Preview Images are rendered using linear workflow in V-Ray. • Subsurface scattering is used for skin material. The final look for different versions varies a bit, as shown in preview images. || TEXTURES || • 4k TGA textures for head. • 4k Exr texture for displacement • 1k TGA textures for eyes • While V-Ray Skin is setup with a single base color texture; mental ray skin material is setup with additional sub dermal map derived from the same base. • The head texture is created from a mixture of photo projections and hand painting techniques. • Non-native file formats may need manual texture assignment and the look of materials will vary from preview renders without any render setup. || GENERAL || • Model is built to real-world scale • Scene objects are organized by layers / groups. • The model was built with clean and regular topology to facilitate rigging/deformation. • 3ds Max versions are using turbo smooth modifier 'set to off' in viewport. Maya scene is set to use a similar “Smooth mesh preview” function. • Head uses SSS materials while eyes are using standard materials with appropriate textures. || FORMATS || • 3ds Max 2013 (V-Ray and Mental Ray) • Maya 2012 (Mental Ray) • Fbx • Obj • Collada (Dae)
Dec 26, 2019 datum tillagt
Oct 04, 2021 senaste uppdateringen

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