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by cod2war on 23 June 2016 - 974 views - 0 comments
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Vin Diesel 3D Model

Vin Diesel 3D Model
Vin Diesel 3D Model
max | 3D models | 966 MB



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.

JayBass contribution to this release:
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.

I didn’t have the time to push this model through Vray using sub surface scattering so the preview render is just a quick BPR render from ZBrush. If you do a nice quality render post it in the forum and I will replace the preview for future users to see when using this resource.

And finally, this release is intended as a educational reference resource and may not be used in any renditions that make use of a commercial platform.



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