The quetzalcoatlus was a huge flying reptile, not a dinosaur.
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Clean topology;
Mesh subdivision;
Large 8192 pixel diffuse, normal, bump maps;
774 animation frames;
Rigged with flying (loopable) and flying forward animation;
Wing jiggle controllers.
Naming convention;
Layer management;
3ds max 2020 and 2017 native files;
MAX, FBX, ABC and OBJ formats provided.
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Body, eyes, tongue have a total of 5302 faces and 4719 vertices without mesh subdivision.
(Body, eyes, tongue are separate objects)"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
FBX, ABC and OBJ format NOTES:
The OBJ format only has the meshes and mapping coordinates - maps will appear in place when applied. 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.
For blender you should use the fully skin animated ABC file, but it has no rig.
Maps for obj, abc and fbx model 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 Renderer 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.
(value 1 blur applied to diffuse map on material editor; it can be 0 for still images)
Other value adjustments in each map will depend on each software used, but I would recommend not to exagerate.
In 3ds max, the model opens with gamma 2.2, and the normal map is opened or imported with override 1 option and not automatic because of seems.
Plus a few simple instructions when file is opened.
Support is always available should you have any question or complaint.
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