Cinematic Male 002 - Advanced Body Rig - Face Rig - GUI

Cinematic Male 002 - Advanced Body Rig - Face Rig - GUI Low-poly 3D model

Verification details of the FBX file
Files
FBX file format
Scene
Supported object types
Geometry
No N-gonsManifold geometryNo faceted geometry
Textures and Materials
Missing required texturesPower of 2 texture sizesNo embed texturesAssigned materialsTexture aspect ratio
UVs
UV unwrapped modelNo overlapped UVs per UV island
Naming
Allowed characters
Description

Photorealistic highly detailed male character 3D model. Skinned and weighted to a biped skeleton. Motion Capture and animation ready. Symmetrical topology and ultra hi-rez asymmetrical textures.

Can be used for game-dev and VFX. Designed with geometrical detalization expansion in mind. Ships with a set of detailed displacement textures that can be used for skin details sculpting if you want to subdivide the model for your VFX needs, or just use them as render-time displacement maps.

Rig includes: full biped controls (FK/IK), n-spine, head setup, reverse foot-roll. Corrective shapes for the critical zones like buttocks, elbows, biceps, trapezius, shoulders, etc. Face Rig is made with 350+ facial joints and a displacement combo setup. 60 face poses are included. GUI control panel provides an easy convenient way to create and animate new facial expressions. It's based on Python 2.7 + PySide2. Works with Maya 2017 and above. Watch the 'Rig Breakdown' video for more details.

Geometrical hair is done with Maya's native XGen interactive grooming toolset. FBX file contains fully skinned character. It does not contain the hair due to file format limitations.

Maya scene is tuned for Arnold 5. Scene saved in Maya 2019 ASCII. Works with previous versions of Maya.

Polycount details:

  • body - 16533 points, 16542 faces
  • eye - 3744 points, 3740 faces
  • eye water rim - 768 points, 768 faces
  • teeth - 13856 points, 13792 faces

Texture details:

  • skin color - 8192x8192, PNG, 8 bit, 3xUDIM
  • skin displacement - 8192x8192, TIFF, 32 bit, 3xUDIM
  • skin bump detail - 8192x8192, PNG, 8 bit, 3xUDIM
  • skin normal - 8192x8192, PNG, 8 bit, 3xUDIM
  • skin specular - 8192x8192, TIFF, 16 bit, 3xUDIM
  • skin roughness - 8192x8192, TIFF, 16 bit, 3xUDIM

Asset types included:

  • Clean character with shaders
  • Facial Rig with advanced body rig (for close-ups in cinematic animation)
  • Advanced body rig (for the fine body animation)
  • Basis body rig (for the background animation)
  • Basic body skeleton (for game development, crowds, etc)
  • Advanced body skeleton
  • Face joints with advanced body skeleton

Control panel GUI includes tools for seamlessly transferring the animation from one rig type to another, or from rigged asset to a skinned character (in this case the animation will be applied directly to joints)

Facial expressions are enhanced by displacement network with maps that are triggered automatically by face joints. And the Control Panel GUI allows you to tweak the final displacement contribution perfectly to your artistic eye.

Note that control rig breakdown video may feature a different character, however, that's okay. The rigs are essentially the same. The difference between male and female rigs is that there is breast controls are added to the female rig.

I'd love to get a feedback from you about this one or any other model from my Cinematic series. This is an ongoing project, so I continue adding new features and/or fixing bugs, based on user reports.

If you have any questions, please, don't hesitate to contact me.

L
leroysmith9 2021-04-19 11:00:51 UTC
Hi, Can anyone tell me where to find the face unwrapped UVs ?
W
was4design 2020-11-03 14:54:41 UTC
Very irrational structure of the project, all textures are lost. Why not do as May does by default "Project window"and put everything in the appropriate folders. texture in "sourceimages", assets in "assets", .ma files in "scenes"? but model is good, rig is good!!!
humansandstaff
humansandstaff 2020-11-03 15:33:04 UTC
About the structure. I used here an asset-oriented structure so that all external files (poses, textures, etc.) could be easily found inside the asset folder. In my experience, this way is way more robust when you have a Maya project with hundreds or thousands of assets. lots of stuff gets lost if put it in Maya default folders. Secondly, the Character Control Panel script provided with the asset uses the folder as a starting point when it looks for the textures, poses, and cache. More on that in the video breakdown attached on the asset page.
Item rating
2 0
W
was4design 2020-11-03 14:53:03 UTC
Recommended
Very irrational structure of the project, all textures are lost. Why not do as May does by default "Project window"and put everything in the appropriate folders. texture in "sourceimages", assets in "assets", .ma files in "scenes"? but model is good, rig is good!!!
Cinematic Male 002 - Advanced Body Rig - Face Rig - GUI
$299.00
 
Royalty Free License 
Cinematic Male 002 - Advanced Body Rig - Face Rig - GUI
$299.00
 
Royalty Free License 
Available in these collections
Response 90% in 1.1h
3D Modeling
Low-poly Modeling
Lighting
Rendering
Rigging
Skinning
UV mapping
Texturing
Shaders
Particles
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3D Model formats

Format limitations
Native
  • Autodesk Maya (.ma, .mb) (7 files)120 MBVersion: 2019Renderer: Arnold 5Version: 2019Renderer: Arnold 5Version: 2019Renderer: Arnold 5Version: 2019Renderer: Arnold 5
Exchange
  • Autodesk FBX 2016 (.fbx)3.08 MB
  • OBJ (.obj, .mtl)11.4 MB
  • Python Script (.py, .pyc) (2 files)147 KBVersion: 2.7

3D Model details

  • Publish date2019-05-10
  • Model ID#1977937
  • Animated
  • Rigged
  • VR / AR / Low-poly
  • PBR
  • Geometry Polygon mesh
  • Polygons 38,582
  • Vertices 38,645
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Non-overlapping
  • Plugins used
  • Ready for 3D Printing
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