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Warrior_Full Rigg 3D模型

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退还简单
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Dorondei

规格

  • 几何polygonal_quads/tris
  • 多边形11,477
  • 顶点12,152
  • 纹理Yes
  • 索具化Yes
  • 动画No
  • 适合3D打印No
  • 适合游戏(低多边形)No
  • UV映射Yes
  • 未封装UVnon-overlapping

格式和文件

3DS
(.3ds)
203 MB

3DS.rar
FBX
(.fbx)
204 MB

FBX.rar
3ds Max
(.max)
179 MB

mentalray
Max.rar
OBJ
(.obj)
203 MB

OBJ.rar

描述

Game ready warrior Ready for game,render,animation. Suitable for use in realtime games design visualization, etc. Rendered without subdivision The weapon is not included: you can buy it separately ............................................................. This model contains 2 object attached: Skin and Armor -Each obj have his own textures -Each obj have ID's: Skin ID 1 Armor ID 2 -Freez Transform Real-world scale: Hight 183cm ................................................................ Polycount: Poy :11477 Verts :12152 Tris :21302 ................................................................ Material: Multimaterial with 2 ID's(1 for skin, 2 for Armor) Materials and Bitmap texture files named descriptively. Don't forget the mesh are attached and if you want tu use Uvw Unrwap detach them using ID select ................................................................ Texture: Skin: Diffuse,Normal,Roughness,Metalness ( resoultion:2048 and 4096) format:png Armor:Diffuse,Normal,Roughness,Metalness,Emisive(resoultion:2048 and 4096) format:png I provide you a .rar(Aditional_Maps.rar) file with texture pack(include: UV,AO,ID and Curvature maps) You may need to flyp Y(green channel ) on normal map for best resoults In Max all maps paths are striped ................................................................ File format: .max 2013 ,2014,2015,2016 .obj .FBX .3DS OBj,FBX,3DS version is not rigged ................................................................ No special plug-ins needed to use this product No isolated vertices No coincident vertices No coincident/coplanar faces No overlapping Faces, Vertices,Faces,Edges No isolated Vertices No multiple Edges No empty objects No open edges or borders that cause see-through cracks in the model when rendered No poles with more than 4 edges on the model Base of model at 0,0,0 origin ................................................................ ................................................................ Rig: No need skin adjustement IK and FK rig The Left and Right Foot controlers have Custom Attribute for Knee Swivel Named descriptively: Controls,Bones,Ik and Character have his own Layer: Bones name: BN_LKnee.... Ik name: IK_LAnkle.... Controls name: CN_RWrist.... Bone: Hed,Neck,Right_Shoulder,Left_Shoulder ,Spline,Spline1,Spline2,Hips,Left_Up_Leg,Righ_Up_Leg, LeftKnee,RightKnee,LeftToeBase,RightToeBase, LeftToe_End,RightArm,LeftArm,RightElbow,LeftElbow ,RightWrist,LeftWrist, RightHandThumb1,2,3 and Left,RightHandIndex1,2,3 and Left,RightHandMiddle1,2,3 and left RightHandRing1,2,3 and Left,RightHandPinky1,2,3 and left ................................................................ Controls: Head,Neck,LShoulder,RShoulder,Spline,Spline1,Spline2,Hip,LFoot,RFoot,LHeel,RHeel,LToeBend,RToeBend,LToeTip,RToeTip,FullControl,RHumerus,LHumerus, RElbow,LElbow,RWrist,LWrist and For each fingger For controls I use Spline and Point Hleper for fingers ................................................................ IK: LeftAnkle,RightAnkle,LeftToeBase,RightToeBase,LeftToe_End,RightToe_End,RightHumerus,LefttHumerus, Hope you like it! Also check out my other models Dorondei
Dec 26, 2019 添加日期
Jul 01, 2023 最后更新

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