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Aviator British WWI Pilot

lwo-max-c4d-maya-obj-fbx

Sample Stills & Anims

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Media Type:
Geometry:
Polygons
Vertices
Textures:
Materials:
Rigged:
Animated:
UV Mapped:
Unwrapped UVs:


 

3D Model
polygonal Quads and Tris
12328
13019
Yes
Yes
Yes
Yes
Yes
Mixed

 

The eyes have bone control for position or you can use the Eye morphs to control position.

 

There are 48 morphs in this object - 8 of them are Phoneme controls:F, AI, CDGJKNSTYZ, E, L, O, U and WQ - the remaining are as follows: CheecksPuffed, EyebrowArch-LT, EyebrowArch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrow-DN-Both, EyelidsOpened, EyelidsOpenedWide, Eyes-DN, Eyes-LT, Eyes-RT, EyesUP, JawBack, JawDown, JawForward, Jaw-LT, JawRotateZ-LT, Jaw-RT, LeftCollarUp, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open, Motuh-Pucker, MouthRotateZ-RT, MouthUp, MouthWhistle, NoseScrunch,

 

RightCollarUp, Smile, Snarl-LT, Snarl-RT, Squint, ThinMan03, UpperLip-In, UpperLip-Out, HandsLarger, Z-Thinner

But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets.
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Geometry:
Lightwave
Man 
13019 verticies
12328 polys

Cap
539 verticies
496 polys

Helmit and Goggles
1505 verticies
1484 polys

Swaggerstick
124 verticies
108 polys

Ground
8 verticies
6 polys

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MAX (Max counts the polys and verticies of the object and all of it’s morphs into the total)+
Man, Cap,Helmit and Goggles, Swaggerstick, Ground
21282 verticies
20746 polys
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Image maps are 4k

Aviator WWI British Pilot - rigged

Aviator WWI British Pilot - includes Cap, Helmet with goggles, swaggerstick

Aviator WWI British Pilot Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and up

This model comes with several pre-animated scenes to get you started:
Aviator_8-Zero (base T-Pose and Rigged Scene)
Aviator_8-StartWalking
Aviator_8-Salute

I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.

In Lightwave “Aviator_8-MainLayer” moves the entire rigged object
In Max the “LOC-POINT” moves the entire rigged object

MAX: The main controlling Object “CtrlC_COG” attached to "ROOT" bone


LW: The main controlling Bone is the "ROOT" bone

Max: The feet and legs are controlled by "LT-Foot" and "RT-Foot"

 

objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls.


LW: The feet and legs are controlled by "LT-Foot" and "RT-Foot" bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up

Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects
LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones

Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects
LW: the Knees and Elbows are a bit different and are managed by “LT_Elbow_Control” and “RT_Elbow_Control” and “LT_Knee_Dir” and “RT_Knee_Dir” objects - In addition, there are “LT_KneeRotate” and “LRT_KneeRotate” controls - a bit tricky at first, but you’ll get the hang of it

Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers

Aviator British-Price

This model is often on sale and is available Here on CGTrader.com

$50.00

Base Price

This model is often on sale and is available Here on TurboSquid.com

Base Price

$50.00

TurboSquid.com

If you would like to offer me a different price for any model

Go to: To this Link - find "Offer Price".

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