Rogue Assassin 3D model

This is my first upload.It was rendered Arnold for maya. The rig was made just for posing and all joints can be zeroed out for the T-pose


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emceel75 wrote
thoanga wrote
Thanks guys :)
kiwi-hawk wrote
Kia ora I brought this and you stopped comunicating, not a good sign Anyway I went to the trouble of getting a student copy of Maya 2016. had no choice because you did mention the version number or supply other options. As it's up around a thousand Bucks or more you might have said the plugin used is ARNOLD and you used OpenCL shaders or something that even my 980 spits the dummy over Maya log for your studying Initialized VP2.0 renderer { Version : Feature Level 4. Adapter : GeForce GTX 980/PCIe/SSE2 Vendor ID: 4318. Device ID : 5056 Driver : nvoglv64.dll: API : OpenGL V.4.5. Max texture size : 16384 * 16384. Max tex coords : 8 Shader versions supported (Vertex: 4, Geometry: 4, Pixel 4). Shader compiler profile : (Best card profile) Active stereo support available : 0 GPU Memory Limit : 4096 MB. CPU Memory Limit: 31036.2 MB. } OpenCL evaluator is attempting to initialize OpenCL. Detected 1 OpenCL Platforms: 0: NVIDIA Corporation. NVIDIA CUDA. OpenCL 1.2 CUDA 8.0.0. Supported extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d9_sharing cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts OpenCL evaluator choosing OpenCL platform NVIDIA Corporation. Choosing OpenCL Device GeForce GTX 980. Device Type: GPU Device is available. 00:00:00 586MB ERROR | [mtoa] [xgenTranslator] Could not find xgen_procedural in search path $ARNOLD_PLUGIN_PATH
thoanga wrote
@kiwi Apologies for not replying, was away from my machine for a while, only got back today. This file was originally made with maya 2015, as you can see in the details. Although Arnold was used during some render tests, it should not hinder you from using the file as you see fit. It'll give you a script notification from opening the that you can ignore and use the file. Backwards compatibility in maya has been frowned upon in maya as you have to make a few tweaks to the file in a text editor but it sometimes breaks the file. With fbx, I've seen people say files always miss something (geometry or rig) and I'm unable to test since I don't have maya 2014. The file should open without a problem in your 2016.
motiongrapherix wrote
It won't open in Maya. Waste of money.
thoanga replied to motiongrapherix
which version of maya are you using? i will re-export for you
iiiyt wrote
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Available formats
  • Maya 2015 (.ma, .mb) 19.2 MB
    Version: 2015, Renderer: Mental Ray 2015
  • OBJ(.obj, .mtl) (2 files) -
  • 3D Studio (.3ds) (Contact for availability) -
  • Autodesk FBX (.fbx) (Contact for availability) -
  • Stereolithography (.stl) (Contact for availability) -
More details
  • Publish date2015-04-03
  • Model ID#123810
  • Animated No
  • Rigged Yes(approved)
  • VR / AR / Low-poly No
  • PBR No
  • Geometry Polygon mesh
  • Polygons 0
  • Vertices -
  • Textures No
  • Materials No
  • UV Mapping Yes
  • Unwrapped UVs Mixed
  • Plugins used Yes