10 Humans Base Meshes

10 Humans Base Meshes

3docean

There are 11 creatures included in the package, providing users with a wide range of options to work with. These creatures include an Adult Man, an Adult Woman, a Humam Chibi A and T Pose, a Man Cartoon A and T Pose, a Woman Cartoon A and T Pose, a Man Fat, a Man Low Poly A and T pose, a Woman Low Poly A and T pose, an Old Man, and an Old Woman. Clean and low poly models are key to efficient game development. By using well-positioned polygons only where they're needed, the low poly count is not only ideal for games but also makes adaptation and reuse in eventual retopology much easier. 100% quads are used throughout the models, with edge loops of arms, legs, and head always in pairs. This avoids triangles on geometry, which can generate artifacts while sculpting and animating. The models are symmetrical, with an edge through the middle, making mirroring a breeze. This attention to detail ensures that artists don't have to worry about problems with symmetry when working with these models. Models have separated meshes for eyes and internal mouth cavities, allowing for more precise control over facial expressions and animations. Each model is ready to use, with every detail taken care of. The pivot's Y axis is up, and the world position is 0, 0, 0, making it easy to import and start working right away. No overlapping UVs are present in these models, ensuring that artists have minimum cuts on the model without texture deformations. This contributes to easier repositioning and editing. Seams are hidden wherever possible, such as on the back of a human or underneath an animal. This attention to detail helps prevent problems with texture mapping and seam visibility. UV packs have the same resolution throughout, providing a consistent pixel resolution for the entire model. This ensures that artists don't have to worry about inconsistent texture sizes. UVs are positioned in the same direction, either vertical or horizontal, to avoid inverted details when light hits the normal texture. Diagonal UVs are also avoided, as they can cause ugly sharp pixels in lower resolutions often found in mobile games. Face loops follow the facial musculature, with the eyes, jaw, nose, and mouth all having consistent loop patterns. This consistency is present in both high and low poly models. In the chest region, polygons meet the first arm muscle (Deltoid), following the movement of the arm. Loops on perpendicularly follow the open-and-close motion, helping to create smooth arm movements. The movement of areas like the knees and elbows follows a consistent scheme, with edge loops holding deformations even with sharp movements. This attention to detail ensures that models have realistic movements and animations.

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