DESCRIPTION

Victorian Dickens Man 1 - one model 2 versions 3 color maps - All Quad
This is a general Victorian man in greatcoat and top hat - He Doesn't have to be singing. You can apply the 0-B_FatMan3 morph to make him a
different person. and on top of that there are 3 Image map sets to change the colors of his clothes. Works well in Dickensian street scene or steam punk scenario.

Victorian Dickens Man 1 - one model 2 versions 3 color maps Rigged and Animated for Lightwave version 11.6 and LW 2020 and up and for 3DS Max
version 8.5 and 3DS Max 2020 and up
Max: Standard, VRAY, ARNOLD
LW: Standard, BSDF, PBR
OBJ: including the obj morphs.
FBX:LW 2011, LW 2018, LW 2020, Max 2009, Max, 2020

*************** MAX USERS***************
2009 and 2020 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:
VM-ZERO.lws (base T-Pose and Rigged Scene)
VM-WalkStopTIP-FIN.lws
VM-WalkStop-FIN
VM-SING-01.lws (Man is Carolling with sheet music)
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.

n Lightwave “VM-Master” 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 bare not connected to the bones that cam control them - the Eye Morphs do a great job instead.
The Top Hat is optional (it's visibility can be turned on or off as desired).
There are 46 morphs in this object - 8 of them are Phoneme controls:
0-B_FatMan3, 0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ, CheeksPuffed, C1_Collar=LT-Down, C!-Collar-RT-Down, C2_CollarScarf-LT-DN, C2_CollarScarf-RT-DN, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, EyeLidsOpened, EyeLidsOpened-Wide, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-RT, Eyes-Up, Jaw-Back, Jaw-Down-1, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RotateZ-RT, Jaw-RT, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT

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
18956 verticies
15129 polys


Top Hat
446 verticies
440 polys


Holly Decoration on Hat
1112 verticies
902 polys

Ground
8 verticies
6 polys

Sheet Music
588 verticies
576 polys

Total
12,265 verticies
11,764 polys
------------------------
LW (Man,Top Hat, Holly, Music, Ground)
21216 verticies
17124 polys-
-----------------------
MAX (Man,Top Hat, Holly, Music, Ground)
20715 verticies
16475 polys

Image maps are 4k

Youtube sample videos here:
Morphs Anim: https://youtu.be/-aiK6EkARnc
VM WalkTipStop HI: https://youtu.be/FwY2Ap5CWcw
VM WalkTipStop WIRE: https://youtu.be/pLmgsEC149w
VM WalkStop HI: https://youtu.be/QBZTDGZtX6I
VM WalkStop LO Wire: https://youtu.be/byCA4TD81jI
VM WalkStop FAT HI: https://youtu.be/FiH1hk3hEtg
VM WalkStop FAT WIRE: https://youtu.be/kdRCWbOksrY

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Victorian Man 1 - five in one - Low Poly Low-poly 3D model

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Native file format
LWO4 files
Size: 387 MB
Default | 2018
Default | 2011
Default | 2020
Exchange formats
OBJ
OBJ | 2 files<br />File Size: 146 MB
FBX
Autodesk FBX | 3 files<br />Version: m<br />File Size: 326 MB
MAX
Autodesk 3ds Max | 4 files<br />Version: 2009 - Renderer: Mental Ray<br />Version: 2009 - Renderer: Mental Ray<br />Version: 2020 - Renderer: Arnold<br />Version: 2020 - Renderer: V-Ray 4.10.03<br />File Size: 415 MB
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