40 texture maps in total, most of those for skin.
Albedo, as well as spec, normal, and displacement, are 16k. So please kill it to 8 if you run out of ram.
Other textures from 4 to 8k depends on texture purpose or scale of the element.
Skin shader is Vray ALSurface shader, well I tuned it couple years so the skin looks quite nice.
Blender Principled BSDF
Basically this is all about the rig and animation. Sadly enough, my previous model had not the best rig out there. Therefore, the most important task was to fix this shortcoming.
Model has nearly 60 corrective blendshapes in order to perform difficult pose action.
Blender version has complex and extremely tuned rig with many bone drivers such as floating shoulder joint, under knee deformation, gravity pull breasts reaction etc. For instance that automatically gives you right shoulder movement when you pull the arm up or down or triggers automatic breast movement when you tilt her chest or squash muscles under knee when ot tissue comes very close. (see examples) Basically it tries to emulate muscules/tissue behavior. In addition to simulations it gives pretty amazing results.
Also i made corrective displacement masks that automatically activates with certain poses. I will give a nice little touch with extra tiny details around whole body (see example)
Facial expressions controlled via main rig as well, there are sliders around her head which represent each phoneme/expression. I made special camera that follows head movement and fixed on her face. so you can adjust expressions from any body pose.
Face is rigged with additional bones around the lips, eyes and eyebrows.
3ds max has CAT (CharacterAnimationToolkit) rig with all same corrective shape keys. It is exact same copy with exact same weights and bone positioning but only remade with 3dsmax's CAT.
Model have full body muscle and fat dynamics simulation. It is based on Blender's cloth sim and can be baked as well as runs in real-time. For that purpose I made another light version mesh which is simulated. And then it can be applied to main body mesh with SurfaceDeform modifier.
In order to use simulated data in other software such as 3dsMAX you can export pre-baked mesh from Blender with Alembic or Point Cache file formats.
With that approach you can also use your simulated body with another simulation software such as Marvelous Designer and simulate cloth on top of full body simulation. Its pretty fun and you can get a production quality results easily (See example videos)
For the game engines I leave additional bones which can simulate jiggle effect via spring bone controller.
Version for Unreal Engine will be added ASAP. UE5 release confuse me a bit.
Highly recommend to use Blender 3.0 alpha, it handles stuff way better as well as very fast at rendering
Blender also have a Camera rig with area light to simulate attached light to it. So when you rotate view around the model she always lit from view angle, that gives very realistic look and its very cheap to performance.
Max renders is on black background, Blender is grey tiles.
FBX contains all morph target and corrective shapes.
Unpack FemAdvanced archive. it contains “textures” and “formats” folders, put .max and .blend scenes in FemAdvanced folder, it is root.