Female character Lenka 3D model

Female character Lenka 3D model

cgtrader

The cartoon female model Lenka perfectly complements Cyber-Sculpture models, fitting in with their scale and style. Ira was created using the Make Human mesh, which was imported into 3D Studio MAX 2019, altered and set up as a biped (skin + limbs). After applying morph modifier, Ira gained fundamental phonemes, standard expressions, and several additional morphs for intimate details. Lenka's animating setup features flexible forearms, upper arms, thighs, and calves linked to twisting bones. Two supplementary bones correct hip misalignments. Due to FBX software limitations, skin morph is not feasible, but an easy fix exists by inserting two straightforward sliding bones. Breast movement requires four additional animating bones while the lower back region demands just two. Various clothes were animated (skinned), including jackets, pants, undergarments like panties and a bra, boots, and T-shirts. Brows, lashes, mouth and tongue actions are set to animate along with the rest of the body, providing versatility. In addition to basic animations, a skin modifier was used for hair with an extra two bones animated in place. In this organized 3DS MAX scene, you will discover how easily adaptable Lenka can be made into unique forms as well as animation showcases in multiple angles showcasing what can be accomplished using her features and tools available in software today like Unity. As we point out a bit later on regarding Lenka's wardrobe situation below. Hint: In addition to viewing Lenka animations within the file viewer please see our additional bonus gift included at the end for those that follow along closely called 'Foma' (character created much similar to how Lenka's structure turned up when developed originally.) Many inbuilt resources utilized across these projects result in the highest standard multi-material options readily available through current platforms allowing compatibility throughout their different applications such as but not limited with Maya, Blender or Houdini as well with more popular commercial alternatives being considered. The details of material implementation include hand-made UV maps (utilizing 'UV mapping mixed'), utilizing both traditional rendering techniques as found in most older applications ('scannerline'), working towards 4th party solutions - no exceptions - we utilized nothing external throughout production; everything implemented from source without dependency from 3rd party sources ensuring complete ownership on project resources applied here.

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