Features: (Please include a full, comprehensive list of the features of the product)

Separated meshes for:

Head

Hair

Hands

Boots

Rigged: Yes

Rigged to Epic skeleton: No

Animated: Yes

Number of Animations: 6

Animation types: In-place

Number of characters: 1

Vertex counts of characters: 159462

Polycount:

head…………………………………31,120 tris

Hair…………………………………44,250 tris

Beard………………………………60,804 tris

eyebrows and eyelashes…3,392 tris

Glasses………………………….. 5,160 tris

2 hands……..;…………………..15,248 tris

outfit……………………………….. 100k tris

Number of Materials: 6

Number of Material Instances: 16

Number of Textures: 8

Texture Resolutions:

  • T-shirt…………………….4096 x 4096
  • Pants ……………………..4096 x 2048
  • Boots …………………….4096 x 2048
  • Hands…………………….2048 x 2048
  • Head………………………. 4096 x 4096
  • Facial………………………4096 x 4096
  • Glasses…………………….4096 x 2048
  • lense………………………. 4096 x 2048

PBR metalness roughness:

  •  normal 
  •  AO
  •  basecolor 
  •  roughness 
  •  metallic 

  • Additions:
  •  emissive 
  •  opacity 
  •  scattaring

Supported Development Platforms:

Windows: Yes

Mac: Yes

特点:(请包括一个完整的,全面的产品功能列表)

分离的网格:

头发

靴子,靴子

操纵:是的

装备史诗骨架:不

动画:是的

动画数量:6

动画类型:就地

字符数:1

字符顶点数:159462

Polycount的:

头。………………………………..31,120三

头发。………………………………..44,250三

胡子。……………………………..60,804三

眉毛和睫毛。..3,392三

眼镜。…………………………. 5,160三

两只手。…….;…………………..15,248三

服装。………………………………. 100k三角

材料数量:6

材质实例数:16

纹理数量:8

纹理分辨率:

  • T恤。……………………4096×4096
  • 裤子。…………………….4096×2048
  • 靴子。……………………4096×2048
  • 手。……………………2048×2048
  • 头。……………………… 4096×4096
  • 面部。……………………..4096×4096
  • 眼镜。……………………4096×2048
  • 莱斯。……………………… 4096×2048

PBR金属粗糙度:

  •  正常 
  •  敖
  •  底色,底色 
  •  粗糙度 
  •  金属的 

  • 补充资料:
  •  发射,发射 
  •  不透明度 
  •  惊吓,惊吓

支持的开发平台:

Windows:是的

Mac:是的










High quality x2 3D models of Santa Claus.

Production pipeline for AAA PC/Console games:

High poly – Zbrush

Low poly, UV – Maya

Baking in Marmoset toolbag

Texturing in Substance painter

Hair – Maya Xgen realtime pipeline (hair cards)

List of Demo animations https://youtu.be/oKDLegds7RQ

Idle

Walk_FWD

Run_FWD

Jump

Fall_loop

Land

________________________Topology – Low poly_____________________

Professional topology for Games:

  • reasonable polycount according to AAA standarts
  • topology is uniform and have a good flow
  • separate pieces laying on top of each other have a similar topology
  • reduced polycount in less visible areas
  • logicly merged meshes
  • normals are unlocked
  • triangulated mesh in necessary areas to prevent non planar faces

_________________________UV_________________________

Professional UV Layout:

  • uv’s are well packed
  • texel density remaining the same (except hidden parts)
  • merged uv shells as much as possible
  • uv seams placed in hidden areas
  • reduced shell size in low visibility areas
  • checked UV direction with pattern layout
  • no distortion
  • for hard edges there is a cut on the uv, but not the over way
  • UV is straight where it possible

___________________________Textures________________________

Professional texture:

  • level of detail is constant through all textures, there are no too sharp or too blurry areas
  • pbr checker doesn’t have big red areas on both 30 and 50 srgb
  • materials are well defined on all the channels and have a good separation no visible texture seams
  • project is adjusted with unreal log fil

圣诞老人的高品质x2 3d模型。

AAA PC/控制台游戏的生产流水线:

高聚Z刷

低聚,UV-Maya

在Marmoset toolbag中烘烤

物质画家的纹理

头发-Maya xgen实时管道(发卡)

演示动画列表 https://youtu.be/oKDLegds7RQ

闲置

步行/步行

Run_FWD

跳转

[医]堕落

土地

________________________拓扑-低聚_____________________

游戏的专业拓扑:

  • 根据AAA标准进行合理的polycount
  • 拓扑均匀,流动良好
  • 铺设在彼此顶部的单独件具有类似的拓扑结构
  • 减少可见区域的polycount
  • 逻辑合并网格
  • 法线解锁
  • 必要区域的三角网格,以防止非平面面

_________________________UV_________________________

专业UV布局:

  • 紫外线包装良好
  • 纹素密度保持不变(隐藏部分除外)
  • 尽可能合并uv壳
  • 放置在隐藏区域的uv接缝
  • 低能见度区域的外壳尺寸减小
  • 用图案布局检查UV方向
  • 无失真
  • 对于硬边,uv上有一个切口,但不是过度的方式
  • 紫外线在可能的情况下是直的

___________________________纺织品________________________

专业质感:

  • 所有纹理的细节水平都是恒定的,没有太尖锐或太模糊的区域
  • pbr检查器在30和50srgb上没有大红色区域
  • 材料在所有通道上都有很好的定义,并且有很好的分离,没有可见的纹理接缝
  • 项目用虚幻日志fil进行调整
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