3dExport
ultimate horse collection
by 3dExport
Last crawled date: 1 year, 5 months ago
photorealistic horse model. ready to use.
(some preview images are bigger than 600 x 600; click to expand)
(i placed watermarks in the large images to prevent fraudulent usage)
««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
animation videos:
https://youtu.be/pxuavil5lt4
https://youtu.be/s8nfqveukrg
https://youtu.be/fjuo5fxbuqe
https://youtu.be/ertibi4kh4g
https://youtu.be/8ozj6vuhqeo
https://youtu.be/ngzr5weroto
4096 x 4096 diffuse, specular and bump maps.
4 different body tones available in material editor:
- brown
- red (orange brown)
- white
- black
unlimited walking and running animations, straightwards
as well as in circles, perfected in cat
(but the previews only allow 72 frames).
grassing animation
facial animation
easy cat instructions within the file (when opening max file).
mouth and lips opening.
ear rotation
eye blinking
fur (can be removed).
clean topology
anecdotal price.
notes: when you open the file, choose "adopt gamma and lut settings".
you have 2 fur options within the file: crest up and crest down (the neck´s hair),
in the modifiers, besides the tail fur and the rest. you also have another option
which is the crest in renderable lines, which gives it a nice look and is faster
to render. the lines are grouped and linked to the bones. this type of hair is good
for walking or even running, and was not easy to achieve, but for great neck rotations
you should use the included modifier fur variations, which you can enable or disable
in the modifier panel - the lamp signals. and in the fur´s properties you can go to
dynamics and click on live, for the gravity to take over the hair. for bending down
the neck you should use "crest down".
warning for fbx and obj:
the obj format doesn´t have hair or animation or rigging but is completely mapped, and you should remove your material editor´s predefined bluriness that is applied to the horse diffuse map. that bluriness decreases the map´s quality and makes the uv´s limits noticeable. zero blur is better. this exported format also acquired exagerated specular levels.
when importing the obj file, if it says 'missing map file', just ignore that.
fbx files are animated.
the fbx doesn´t have fur but it has the renderable hair lines, only a bit too thick. it has basic rigging without controlers, and has facial animation, and is completely mapped. when i imported the fbx file it
showed the maps in the viewport but not in the material editor. i did not notice any bump or specular applied.
you will need to apply the diffuse, specular and bump maps manually, and please remove your material editor´s predefined bluriness that is applied to the horse diffuse map. that bluriness decreases the map´s quality and makes the uv´s limits noticeable. zero blur is better.
if you have any questions, feel free to contact the site administrator.
thank you.
(some preview images are bigger than 600 x 600; click to expand)
(i placed watermarks in the large images to prevent fraudulent usage)
««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
animation videos:
https://youtu.be/pxuavil5lt4
https://youtu.be/s8nfqveukrg
https://youtu.be/fjuo5fxbuqe
https://youtu.be/ertibi4kh4g
https://youtu.be/8ozj6vuhqeo
https://youtu.be/ngzr5weroto
4096 x 4096 diffuse, specular and bump maps.
4 different body tones available in material editor:
- brown
- red (orange brown)
- white
- black
unlimited walking and running animations, straightwards
as well as in circles, perfected in cat
(but the previews only allow 72 frames).
grassing animation
facial animation
easy cat instructions within the file (when opening max file).
mouth and lips opening.
ear rotation
eye blinking
fur (can be removed).
clean topology
anecdotal price.
notes: when you open the file, choose "adopt gamma and lut settings".
you have 2 fur options within the file: crest up and crest down (the neck´s hair),
in the modifiers, besides the tail fur and the rest. you also have another option
which is the crest in renderable lines, which gives it a nice look and is faster
to render. the lines are grouped and linked to the bones. this type of hair is good
for walking or even running, and was not easy to achieve, but for great neck rotations
you should use the included modifier fur variations, which you can enable or disable
in the modifier panel - the lamp signals. and in the fur´s properties you can go to
dynamics and click on live, for the gravity to take over the hair. for bending down
the neck you should use "crest down".
warning for fbx and obj:
the obj format doesn´t have hair or animation or rigging but is completely mapped, and you should remove your material editor´s predefined bluriness that is applied to the horse diffuse map. that bluriness decreases the map´s quality and makes the uv´s limits noticeable. zero blur is better. this exported format also acquired exagerated specular levels.
when importing the obj file, if it says 'missing map file', just ignore that.
fbx files are animated.
the fbx doesn´t have fur but it has the renderable hair lines, only a bit too thick. it has basic rigging without controlers, and has facial animation, and is completely mapped. when i imported the fbx file it
showed the maps in the viewport but not in the material editor. i did not notice any bump or specular applied.
you will need to apply the diffuse, specular and bump maps manually, and please remove your material editor´s predefined bluriness that is applied to the horse diffuse map. that bluriness decreases the map´s quality and makes the uv´s limits noticeable. zero blur is better.
if you have any questions, feel free to contact the site administrator.
thank you.
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