CG Trader

Victorian Man 1 - five in one - Low Poly
by CG Trader
Last crawled date: 3 years, 3 months ago
Victorian Dickens Man 1 - one model 2 versions 3 color maps - All Quad This is a general Victorian man in greatcoat and top hat - He Doesn't have to be singing. You can apply the 0-B_FatMan3 morph to make him a different person. and on top of that there are 3 Image map sets to change the colors of his clothes. Works well in Dickensian street scene or steam punk scenario. Victorian Dickens Man 1 - one model 2 versions 3 color maps Rigged and Animated for Lightwave version 11.6 and LW 2020 and up and for 3DS Max version 8.5 and 3DS Max 2020 and up Max: Standard, VRAY, ARNOLD LW: Standard, BSDF, PBR OBJ: including the obj morphs. FBX:LW 2011, LW 2018, LW 2020, Max 2009, Max, 2020 *************** MAX USERS*************** 2009 and 2020 versions are already setup and work correctly. This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 model works correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll need to: 1) goto CUSTOMIZE => PREFERENCES => “GAMA and LUTE => Turn off LUTE 2) goto CUSTOMIZE => PREFERENCES => bottom of screen - “Normal Bump Mode” => Select Directx, so it reads the maps correctly. Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to “turn up the volume” on them. So for “Body” instead of 1.0 in the “normal map” node use 1.2 or higher and in the “additional Bump” node instead of 0.08 use 0.008. *************** MAX USERS*************** This model comes with several pre-animated scenes to get you started: VM-ZERO.lws (base T-Pose and Rigged Scene) VM-WalkStopTIP-FIN.lws VM-WalkStop-FIN VM-SING-01.lws (Man is Carolling with sheet music) SIG_VG_Both_01 I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig. n Lightwave “VM-Master” moves the entire rigged object In Max the “LOC-POINT” moves the entire rigged object MAX: The main controlling Object “CtrlC_COG” attached to ROOT bone LW: The main controlling Bone is the ROOT bone Max: The feet and legs are controlled by LT-Foot and RT-Foot objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls. LW: The feet and legs are controlled by LT-Foot and RT-Foot bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects LW: the Knees and Elbows are a bit different and are managed by “LT_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - a bit tricky at first, but you’ll get the hang of it Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers The eyes have bare not connected to the bones that cam control them - the Eye Morphs do a great job instead. The Top Hat is optional (it's visibility can be turned on or off as desired). There are 46 morphs in this object - 8 of them are Phoneme controls: 0-B_FatMan3, 0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ, CheeksPuffed, C1_Collar=LT-Down,
C!-Collar-RT-Down, C2_CollarScarf-LT-DN, C2_CollarScarf-RT-DN, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, EyeLidsOpened, EyeLidsOpened-Wide, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-RT, Eyes-Up, Jaw-Back, Jaw-Down-1, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RotateZ-RT, Jaw-RT, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out. Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets. ------------------------ Geometry: Lightwave Man 18956 verticies 15129 polys Top Hat 446 verticies 440 polys Holly Decoration on Hat 1112 verticies 902 polys Ground 8 verticies 6 polys Sheet Music 588 verticies 576 polys Total 12,265 verticies 11,764 polys ------------------------ LW (Man,Top Hat, Holly, Music, Ground) 21216 verticies 17124 polys
- ----------------------- MAX (Man,Top Hat, Holly, Music, Ground) 20715 verticies 16475 polys Image maps are 4k Youtube sample videos here: Morphs Anim: https://youtu.be/-aiK6EkARnc VM WalkTipStop HI: https://youtu.be/FwY2Ap5CWcw VM WalkTipStop WIRE: https://youtu.be/pLmgsEC149w VM WalkStop HI: https://youtu.be/QBZTDGZtX6I VM WalkStop LO Wire: https://youtu.be/byCA4TD81jI VM WalkStop FAT HI: https://youtu.be/FiH1hk3hEtg VM WalkStop FAT WIRE: https://youtu.be/kdRCWbOksrY human person people man character victorian gentleman regency rig animated walk cycle dickens steampunk dickensian caroling carolling christmas animated character animated people character rig human character
C!-Collar-RT-Down, C2_CollarScarf-LT-DN, C2_CollarScarf-RT-DN, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, EyeLidsOpened, EyeLidsOpened-Wide, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-RT, Eyes-Up, Jaw-Back, Jaw-Down-1, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RotateZ-RT, Jaw-RT, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out. Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets. ------------------------ Geometry: Lightwave Man 18956 verticies 15129 polys Top Hat 446 verticies 440 polys Holly Decoration on Hat 1112 verticies 902 polys Ground 8 verticies 6 polys Sheet Music 588 verticies 576 polys Total 12,265 verticies 11,764 polys ------------------------ LW (Man,Top Hat, Holly, Music, Ground) 21216 verticies 17124 polys
- ----------------------- MAX (Man,Top Hat, Holly, Music, Ground) 20715 verticies 16475 polys Image maps are 4k Youtube sample videos here: Morphs Anim: https://youtu.be/-aiK6EkARnc VM WalkTipStop HI: https://youtu.be/FwY2Ap5CWcw VM WalkTipStop WIRE: https://youtu.be/pLmgsEC149w VM WalkStop HI: https://youtu.be/QBZTDGZtX6I VM WalkStop LO Wire: https://youtu.be/byCA4TD81jI VM WalkStop FAT HI: https://youtu.be/FiH1hk3hEtg VM WalkStop FAT WIRE: https://youtu.be/kdRCWbOksrY human person people man character victorian gentleman regency rig animated walk cycle dickens steampunk dickensian caroling carolling christmas animated character animated people character rig human character