The T. Rex is probably the largest land carnivor of all times, since Spinosaurus was a short legged marine animal, and this one really resembles the one in the movie Jurassic Park.
This may be the best T rex 3d model besides the ones in the cinema.
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Clean topology;
Mesh subdivision;
Real World Scale - 3.7 m hip height;
Large 8192 pixel diffuse, normal, displacement, bump and specular maps;
Jurassic Park Paddock breakout recreation scene;
Complete Rig and walking animation;
Forward and Spot on walking animation provided.
Paddock breakout animation;
Eye and nose blinking and tongue lifting in max format;
Naming convention;
3ds max 2017 native file;
FBX and OBJ formats provided.
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Body, eyes, teeth, tongue and nails have a total of 119214 faces and 124549 vertices without mesh subdivision.
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FBX and OBJ format NOTES:
The OBJ format only has the meshes and mapping coordinates - maps will appear in place. It also has bones and geometric controllers in place, but it has no functioning rig, or animation or deformation.
The FBX format has meshes and mapping coordinates and all animation, but every frame is keyed and the rig is very limited - controllers lose their use, but bones can be rotated. You have the walking animation and the other similar animations and poses or stills, but sometimes at the beginning of each animation, the first frames are a bit glitchy. You still have good animation in FBX, and it was very hard to be able to fix and export this format as it is now because the first exports were full of crazy errors.
Maps for obj and fbx are inside max folder.
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FINAL NOTES:
Rendered and Mapped according to Default Scanline Renderer. For even greater realism and image motion improvement another Rendered can be used.
Map Values are set in place in 3ds max, but for other softwares it may be useful to know that, in max:
Body mesh subdivision should be 1 or 2, and is enough, or it will slow down the machine.
Body Displacement map should not be set to more than 1 or 2 value; normal map 3 to 4 value, and additional bump map to 0.4 at least. Body material, with daylight - material Specular Highlights - specular level - 600, Glosiness - 60, Maps Specular Level - 305.
Tongue normal map should be set to 2 value. Tongue material, with daylight - material Specular Highlights - specular level - 129, Glosiness - 54, Maps Specular Level - 100.
Map Specular level values in max material editor, and lights, affect force of shine.
Adjustment of bumps, lights and shine really affects how the textures look like. I am not an expert on lights and shadows, but I know that the textures really have good colors and resolution, and are not too dark or too bright.
When opening file, it will say that file lin doil.bmp is missing. It´s an unnecessary map file that somehow got applied to a certain object in the scene, but I couldn´t know which object was. All the important maps come along with this model.
Plus a few simple instructions when file is opened.
Support is always available should you have any question or complaint.
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