Goblin

Goblin

3docean

Work is executed in 3ds Max 2013. Render the scene is missing, and the character has been adapted for the game engine. Fairy-tale characters Goblin have customized Setap, ready for animation. The skeleton is named and logically divided into distinct layers. Inverse kinematics are used on arms and legs via HI Solver. Feet and toes are configured through the Reactor Manager and Modifier Attribute Holder. The spine system uses soft-inertial controlled manipulators with three independent controls from one another. On the vertebra system, Spline IK Control is utilized via Path Constraint. The cervical vertebra and head are controlled by a supervisor using the Orientation Constraint. Each ear is also controlled similarly to the head through the neck using the Orientation Constraint. The clavicle is controlled through the Orientation Constraint. The forearm is set closer to real hands' torsional deformation brush with inspectors, using Orientation Constraint and LookAt Constraint on broken bone segments. A character has five fingers with three phalanges. Each finger is controlled by the Attribute Holder modifier via runners and counters. For deformation geometry, Skin and additional auxiliary averaging bones are used for proper reformation of knee and elbow joints. Textures include three: Diffuse, Normal, Specular (tga), all with a resolution of 4096×4096px. Additionally, sculpting is done with Zbrush HP-model in .ztl, and a script on the brush is used to manage Palace free script PEN_Attribute_holder_2.06.ms, located in the script directory (/Autodesk/3ds Max 2013/stdplugs/stdscripts/, run 3ds max). Additional Information: File Axis Direction: Y-up File Units: Meters System Axis Direction: Z-up System Units: Meters Enjoy your work!

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