Victorian Gent - Rigged - 1 model 2 versions - Low Poly-rigged

Victorian Gent - Rigged - 1 model 2 versions - Low Poly-rigged 3D model

Description

Victorian Gent - Rigged - one model 2 versions

Victorian Gent - one model 2 versions Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max 2017 and up

OBJ Files include the base object and the 53 morph target objects.

*************** MAX USERS*************** 2009 and 2017 versions are already setup and work correctly.

This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 model works correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll need to: 1) goto CUSTOMIZE => PREFERENCES => “GAMA and LUTE => Turn off LUTE 2) goto CUSTOMIZE => PREFERENCES => bottom of screen - “Normal Bump Mode” => Select Directx, so it reads the maps correctly.

Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to “turn up the volume” on them. So for “Body” instead of 1.0 in the “normal map” node use 1.2 or higher and in the “additional Bump” node instead of 0.08 use 0.008. *************** MAX USERS***************

This model comes with several pre-animated scenes to get you started: Man8_VG2_Zero_Fin (base T-Pose and Rigged Scene) Man8_VG2_StartWalk-Fin Man8_VG2_WalkCane_Fin SIG_VG_Both_01

I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.

In Lightwave “Flyboy-MainLayer” moves the entire rigged object In Max the “LOC-POINT” moves the entire rigged object

MAX: The main controlling Object “CtrlC_COG” attached to ROOT bone LW: The main controlling Bone is the ROOT bone

Max: The feet and legs are controlled by LT-Foot and RT-Foot objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls. LW: The feet and legs are controlled by LT-Foot and RT-Foot bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up

Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones

Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects

LW: the Knees and Elbows are a bit different and are managed by “LT_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - a bit tricky at first, but you’ll get the hang of it

Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers

The eyes have bone control for position or you can use the Eye morphs to control position.

The Z-RT_ThickFingers morphs are to make the fingers thicker while using bones to form the hand into a fist. The bones tend to make the finger thinner when bent to extremes - these morphs are intended as a fix for that.

The Top Hat and Walking stick are optional (their visibility can be turned on or off as desired).

There are 53 morphs in this object - 8 of them are Phoneme controls: 0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ, CheeksPuffed, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-Open, Eyes-RT, Eyes-Up, HandsSmaller, Jaw-Back, Jaw-DN, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RT, Lip-Lower-In, LT_BootBack-DN,, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open.lwo Mouth-RotateZ-RT, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT, Z-LT_ThickFingers, Z-RT_ThickFingers, Fatsuit, Thinsuit, Z-THinner

But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets.

Geometry: Lightwave Man 11,619 verticies 11,156 polys

Top Hat 462 verticies 440 polys

Walking Stick 176 verticies 162 polys

Ground 8 verticies 6 polys

Total 12,265 verticies

11,764 polys

MAX (Man,Top Hat, Walking stick, Ground) 15,906 verticies

15,340 polys

Image maps are 4k

Item rating
2 0
A
alan-r-stewart 2023-02-03 11:52:33 UTC
Recommended
An excellent model, very authentic for the period and full of great detail - most impressive! I did have some minor issues to start with, but the seller was extremely helpful and was able to resolve these for me very quickly.
D
dangmichel692 2022-04-04 17:06:00 UTC
Recommended
I recommend this 3D artist. This 3D model and those animations are exactly what I need. Thanks
Victorian Gent - Rigged - 1 model 2 versions - Low Poly-rigged
$95.00
 
Royalty Free License 
Victorian Gent - Rigged - 1 model 2 versions - Low Poly-rigged
$95.00
 
Royalty Free License 
Response 95% in 3.9h
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3D Model formats

Format limitations
Native
  • Lightwave 11.6 (.lwo, .lw, .lws)36.9 MBVersion: 11.6Renderer: Default
Exchange
  • Autodesk FBX (.fbx) (3 files)96.4 MBVersion: 2014
  • OBJ (.obj, .mtl)57.3 MB
  • Autodesk 3ds Max (.max) (3 files)355 MBVersion: 2009Renderer: Mental Ray Version: 2020Renderer: Arnold Version: 2020Renderer: V-Ray 4.10.03

3D Model details

  • Publish date2019-02-15
  • Model ID#1899646
  • Animated approved
  • Rigged approved
  • VR / AR / Low-poly
  • PBR
  • Geometry -
  • Polygons 11,764
  • Vertices 12,265
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Non-overlapping
  • Plugins used
  • Ready for 3D Printing
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