Hunter Zx-T6 – Full Rig + 5 Skins
You'll get 5 skins, PBR/handpainted maps done in 3D-Coat (Basic/Watcher/Protector/Solarus/Green), FBX with & without skeleton, Akeytsu files ready to animate with the fully rigged character.
You can get the software from here ;)
https://cdn-animation.artstation.com/p/video_sources/000/018/556/hunter-zxt6-cammove.mp4
The model is realtime ready so you can export it anywhere on realtime engines like UnrealEngine4/Unity/Marmoset. NormalMaps are Y- baked in MIKK TangentSpace, model use custom VerticesNormals so keep them at import ;)
Textures consists in 1 4K UVset, and uses combined map channels to reduce drawcalls (better performances).
C1 maps combines : Red=Metalness ; Green=Roughness ; Blue=AO. C3 maps combines : Red=Cavity ; Green=EyeGlow Alpha ; Blue=Specular Intensity
For the global Emissive use the "E" map as Eye is separated from the rest of the character ;)
Textures were made on 3D-Coat using this pack
Preview
Cheers =)
Hunter Zx-T6 – Full Rig + 5 Skins
Hunter Zx-T6 – Full Rig + 5 Skins
You'll get 5 skins, PBR/handpainted maps done in 3D-Coat (Basic/Watcher/Protector/Solarus/Green), FBX with & without skeleton, Akeytsu files ready to animate with the fully rigged character.
You can get the software from here ;)
https://cdn-animation.artstation.com/p/video_sources/000/018/556/hunter-zxt6-cammove.mp4
The model is realtime ready so you can export it anywhere on realtime engines like UnrealEngine4/Unity/Marmoset. NormalMaps are Y- baked in MIKK TangentSpace, model use custom VerticesNormals so keep them at import ;)
Textures consists in 1 4K UVset, and uses combined map channels to reduce drawcalls (better performances).
C1 maps combines : Red=Metalness ; Green=Roughness ; Blue=AO. C3 maps combines : Red=Cavity ; Green=EyeGlow Alpha ; Blue=Specular Intensity
For the global Emissive use the "E" map as Eye is separated from the rest of the character ;)
Textures were made on 3D-Coat using this pack
Preview
Cheers =)