Mort 3d model
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Mort

Mort

by Renderosity
Last crawled date: 4 years, 2 months ago


Mort is an original figure for Poser 11, an articulated human skeleton.



There are several ways to pose Mort - by selecting individual body parts, by using IK on the lower body, and by spinning dials in the Body of the figure. These Dependant Parameters have been set up in a logical hierarchy called Posing Controls so that it is possible to create poses for Mort purely by using these controls - which is handy, as there are 138 individual body parts to control Mort with!



Mort has been modelled using the realistic 7.5 head canon of proportions, but has been set up with a dial hierarchy of Proportion Controls in the Body to enable rapid alterations from the default scaling. Mort also comes with morphs which are set up using a dial hierarchy called Shaping Controls. This enables quick changes to be made to the figure, primarily the skull.



Zero poses are included for each set of Control dials, plus a range of material options including 8k resolution maps (as Mort’s UV’s are in 0,1 and the figure only has three material zones - bones, cartilage and teeth). Most of these materials have a basic setup for Firefly, but please note that Mort has been built primarily for use in Superfly. I have also included a simple Area light, a Stage prop and a scene file that will load everything at once as a quick way to get started with Mort. Plus, of course, an illustrated PDF User Guide!



Please be aware that there are some limitations to this figure - it is not medically accurate; the mesh is not symmetrical so Pose symmetry often fails; using Driven and Natural values together can occasionally hit the Limits on a body part meaning one of the values will have to be reset; poses created using the Dependant Parameter dials are saved using the Morph channels, so will overwrite any values dialled in the Posing, Proportion or Shaping Controls when reloaded. When making Mort I have used Set Limits on all body parts, but there are a few cases where the extremes will result in the slight intersection of bones e.g. forearm pronation. This is deliberate as I have attempted to find a good balance between realistic movement and artistic expression.



What’s included:



Mort - cr2, obj and pmd files

14 materials including No Maps option, and 2 for Superfly only (Metals and Crystal)

8 texture maps @ 8,192 x 8,192 pixels, (4 colour, 3 roughness and 1 normal)

1 UV template

An Area light

A Stage prop

Scene file

User Guide (illustrated PDF)



Morph list -



brow-back

brow-forward

brow-glabella

brow-ridged

brow-slope

brow-upright

cheekbones-enhanced

cheekbones-gaunt

cheekbones-reduced

cheekbones-shallow

cheekbones-winged

chin-jutting

chin-receding

cranium-compacted

cranium-crested

cranium-elongated

cranium-expand

cranium-shrink

cranium-spiky

exhale

eyecavity-bigger

eyecavity-narrow

eyecavity-round

eyecavity-smaller

eyecavity-square

eyecavity-wide

face-round

face-square

feet-longer

feet-shorter

fingers-claws

fingers-longer

fingers-shorter

hair-backcomb

hair-bros

hair-fop

hair-lanky

hair-leia

hair-malkovitch

hair-mohawk

hair-punk

hands-longer

hands-shorter

hunched

inhale

jaw-backward

jaw-bigchin

jaw-compress

jaw-curved

jaw-forward

jaw-gracile

jaw-narrowed

jaw-robust

jaw-smallchin

jaw-straighten

jaw-stretch

jaw-wider

manubrium-angle

manubrium-down

nasalbone-jut

nasalbone-recede

pelvis-bowl

pelvis-crest-tall

pelvis-crest-wide

pelvis-narrow

pelvis-sacrum-angle-shallow

pelvis-sacrum-angle-steep

pelvis-sacrum-narrow

pelvis-sacrum-wide

pelvis-vase

pelvis-wide

reduce-lumbar-curve

skull-gracile

skull-nasal-circle

skull-nasal-defined

skull-nasal-smoothed

skull-nasal-triangle

skull-nasalbone-blunt

skull-nasalbone-broad

skull-nasalbone-pinched

skull-nasalbone-sharp

skull-robust

teeth-pointed

toes-claws

toes-longer

waist-narrow

waist-wide

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