好莱坞影星范·迪塞尔高精度3D模型 3D Model Vin Diesel

3D 模型好莱坞影星范·迪塞尔高精度3D模型 3D Model Vin Diesel已关闭评论1,695

好莱坞影星范·迪塞尔高精度3D模型 3D Model Vin Diesel

本合辑是关于好莱坞影星范·迪塞尔高精度3D模型,大小:980 MB,格式:.obj,.mtl,.FX等,包含好莱坞影星范·迪塞尔高精度3D模型文件,供广大设计师学习使用。

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3D MODEL VIN DIESEL
Model ripped from the original sculpt by Sandeep VS Webgl low poly version of Vin Diesel likeness, the original texture maps are included. Please give credit and respect the awesome ZBrush sculpting skills of Sandeep VS for his exceptional work of art.
Secondary level facial skin detail sculpting for HD close up rendering, extracted to 4k 8Bit Gray scale and 32Bit exr displacement maps optional to suite your preferred render engine type. 8Bit displacement scale is recommended at 0.004 and the 32Bit displacement scale was created at 1:1 scale based on the size of the model in this release. So for those of you that are new to 3D, this means that as long as you don’t resize or change the models scale after import into your preferred 3D renderer/editor, then the displacement will remain accurate.
Other than adding the veins on the arms I have not created any other details, after applying the original normal map to the arms as a bump/displacement. I then extracted a 4k 8Bit Gray scale and 32Bit exr displacement map so you have the option to use them for your renders rather than only a normal map. And the same goes for the vest…
The rip of the model was tricky and the result had several errors that affected the general UV mapping and the topology. So I had to recreate some items and then repaired the rest. Recreated the diamonds and gem claws for the pendant. Teeth replaced are from the Daz3D Gen3 base topology as is the eyes. Created new 4k defuse/color maps and 8Bit displacement maps for them. Modified the defuse/color maps for the arms and head.
Created stubble hair/fibres for the head in Zbrush and exported as polygonal topology for easy rendering without the need for any hair plug-ins in any render engine you want to use. Each hair has a low poly count but unfortunately because of the quantity of them your scene poly count will go up quite high if you use them.

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