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Photo realistic Wildebeest 3d model.Ready to render with default scanline renderer and created in 3ds max 2017. Other earlier max version formats may be provided.
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FEATURES :
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FILE FORMATS :
.Max 2017.Fbx (animated).Obj (with .mtl file - not animated).
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TEXTURES FORMATS AND RESOLUTION :
5 Large resolution textures (main color map texture is .tga) :
Color Map - gnua_ai_diff.TGA : 8192 x 8192Specular map - gnua_ai - spec_lev.PNG : 8192 x 8192Normal map - gnua_ai - norm.PNG : 8192 x 8192Bump map - gnua_ai - bump.PNG : 8192 x 8192HDRI : 5000 x 2500
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RIGGING NOTES :
Bone skeletal system with controllers.
Spline IK solver for spine, neck and tail, and HI solver for limbs, providing smooth animation experience.
Only Obj file has no rig or animation.
HAIR AND FUR NOTES :
Hair and fur modifier applied. No extra plugins required to render fur.
You can increase the hair count.
Non-native file ( .fbx and .obj) come without fur.
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POLYCOUNTS :
*.Max, .fbx, .obj :
(Total - without rig) Faces : 101692 - 2 mesh smoothing subdivisions Verts : 59981 - 2 mesh smoothing subdivisions
Wildebeest body : 4366 faces in low res (71808 - 2 mesh smoothing subdivisions)Eyeball: 728Mouth : 7474 Jaw: 8110
MORE NOTES:
Low levels of bump and normal map are recommended.
Low poly version is available only in max and fbx formats. (max has high poly also)
When opening max file, you should ignore the missing external files warning: it will say that one map is missing, but it is not; all maps are within max folder and applied to the model. Just click Continue. Use the maps in max for fbx and obj.
FBX file may appear with gums and teeth a bit out of place. It is easily corrected by making a simple rotation of the mouth and jaw objects from side view. The front teeth went to the back. They are not even positioned out of place or twisted, they are simply wrongly rotated in the side view axis because of the export. Mirroring objects could also fix that issue.««««««««««««««««««««««««««««««««««««««««
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