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Native format is Cinema 4d R21, model can use Hypernurbs subdivision. Other formats are exported in one resolution. Exported formats 3ds, max, fbx and obj are prepared well to work correctly with every standard modeling software such as Maya, Lightwave etc... Using FBX file for import is strongly recommended, because it preserves basic material properties, objects hierarchy, uvw coordinates and quad geometry. 3ds format preserves basic material properties, hierarchy and uvw coordinates, but all geometry is triangular. Max format includes hierarchy, quad geometry and standard materials. OBJ format preserves only quad geometry and uvw coordinates. Each format of model (except for OBJ) has hierarchy of parents and children objects ready to animate manually or using any car animation plugin. All mesh parts separated by material are jointed under one empty (no polygons) object used as their pivot. All materials, textures and objects are sorted well to make Your own materials for special render engines. ONLY native c4d version has some special following features. It is animated using Xpresso (no keyframes), Model in c4d format includes exterior and interior lighting, automatic reverse and brake lights. Textures are included with all files, main texture's size is 2048x2048 pixels split onto these channels - xxxtex.jpg (diffuse color), xxx_bum.jpg (bump), xxx_spe.jpg (specular color and intensity), xxx_ref.jpg (reflectance intensity), xxx_lum.jpg (luminance color). C4D version comes with standard and Vray materials. Previews were rendered using Cinema 4d R21 Studio, Physical renderer. Model scale unit is centimeters. Environment scene where the car is placed is not included! This model was created, saved and exported from Cinema 4d R21. 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Native format is Cinema 4d, model can use Hypernurbs subdivision. Other formats are exported in two different resolutions. One uncollapsed but still useful for low resolution rendering and another one collapsed at subdivision level 1. This can be further subdivided for closeup stills or animations too. Exported formats 3ds, max, fbx and obj are prepared well to work correctly with every standard modeling software such as Maya, Lightwave etc... Using FBX file for import is strongly recommended, because it preserves basic material properties, objects hierarchy, uvw coordinates and quad geometry. 3ds format preserves basic material properties, hierarchy and uvw coordinates, but all geometry is triangular. Max format includes hierarchy, quad geometry, Turbosmooth and standard materials. OBJ format preserves only quad geometry and uvw coordinates. Jointed or rigged model means hierarchy of parents and children objects ready to animate manually or using any car animation plugin. All mesh parts separated by material are jointed under one empty (no polygons) object used as their pivot. All materials, textures and objects are sorted well to make Your own materials for special renderers.\n\nONLY native c4d version has some special following features. It is animated using Xpresso, working smooth also with motion blur. Model in c4d format includes exterior and interior lighting, automatic reverse and brake lights. Textures are included with all files, main texture's size is 3072x3072 pixels split onto these channels - \\_tex.jpg (diffuse color), \\_bum.jpg (bump), \\_spe.jpg (specular color and intensity), \\_ref.jpg (reflectance intensity). C4D version comes with standard and Vray materials. Previews were rendered using Cinema 4d 11.5 AR3. Model scale is millimeters. Environment scene where the car is placed is not included!\n\nThis model was created, saved and exported from Cinema 4d 11.5 with AR3 without any external plugin data. 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All materials, textures and objects are sorted well to make Your own materials for special render engines. ONLY native c4d version has some special following features. It is animated using Xpresso (no keyframes), Model in c4d format includes exterior and interior lighting, automatic reverse and brake lights. Textures are included with all files, main texture's size is 2048x2048 pixels split onto these channels - xxxtex.jpg (diffuse color), xxx_bum.jpg (bump), xxx_spe.jpg (specular color and intensity), xxx_ref.jpg (reflectance intensity), xxx_lum.jpg (luminance color). C4D version comes with standard and Vray materials. Previews were rendered using Cinema 4d R21 Studio, Physical renderer. Model scale unit is centimeters. Environment scene where the car is placed is not included! This model was created, saved and exported from Cinema 4d R21. 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This model is compatible with diverse range of 3D Modeling tools and game engines.\n\n**Key Features**\n\n- **Realistic Design:** Detailed teeth, gums, and tongue for accurate anatomy representation.\n\n- **High-Quality Textures:** Includes 4K PBR textures, such as diffuse, normal, roughness, metallic, AO, SSS and specular maps.\n\n- **Clean Topology:** Quad-based topology ensures smooth deformation during animation and subdivision-ready for high-resolution renders.\n\n- **Rigging and Animation Ready:** Fully rigged model with adjustable controls for animating mouth movements (e.g., talking, chewing).\n\n- **Game-Ready:** Optimized for real-time engines like Unreal Engine and Unity.\n\n- **File Formats:** Provided in FBX, OBJ, GLTF, and Blender (.blend) formats for maximum compatibility.\n\n- **UV Unwrapped:** Properly UV-mapped for flawless texture application.\n\n- **Versatile Applications:** Suitable for medical research, dental studies, education, film production, and gaming projects.\n\n- **Subdivision-Ready:** Ideal for high-resolution renders when subdivided.\n\n\n**Files \u0026 Packs**\n\n- Blender (Cycles).\n- 3D Max (Arnold, V-Ray, and Physical).\n- Maya (Arnold and V-Ray).\n- Cinema 4D (Physical and Arnold).\n- Unity pack.\n- Unreal Engine pack.\n- Fbx.\n- GLTF\n- OBJ.\n- USDC.\n\n**Applications**\n\n- **Medical Visualization:** Excellent for dental education and research.\n\n- **Game Development:** Adds realism to character customization or NPCs.\n\n- **Animation:** Fully rigged for realistic speech or chewing animations.\n\n- **AR/VR Projects:** Immersive experiences for virtual and augmented reality applications.\n\n- **Film \u0026 CGI:** Provides photorealistic details for cinematic scenes.\n\n**Technical Details**\n\n- Polygon Count: High-poly and low-poly versions included (with FBX format file).\n\n- Rigging: Fully rigged with adjustable controllers for animation in a blender file. 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