This anatomy tool will allow you to examine, study, and reproduce the human body's bones, muscles, tendons, forms, and anatomical landmarks within Marmoset Toolbag 4.
Trailer Video:
Layers Video:
Includes:
- Over 300 isolatable elements: muscles, bones, tendons, and organs.
- A real-time eye model that supports ray tracing, sclerotic scattering, and refraction-based iris caustics.
- A human base mesh with straightened UVs.
- Miscellaneous meshes: eyebrows, eyelashes, eye liquid, capillaries, pants, and stand.
Texture Sets:
- Abdominals(4096x4096 px)
- Back and Neck(4096x4096 px)
- Capillaries(8192x8192 px)
- Chest and Arm(4096x4096 px)
- Eyeball Cornea(1024x1024 px)
- Eyeball Iris(4096x4096 px)
- Eyeball Sclera(4096x4096 px)
- Eyebrows and Eyelashes(N/A)
- Eye Liquid(1024x1024)
- Forearm(4096x4096 px)
- Head Muscles(4096x4096 px)
- Intercostal and Diaphragm(4096x4096 px)
- Interosseus Membrane(4096x4096 px)
- Leg(4096x4096 px)
- Organs(4096x4096 px)
- Pants(4096x4096 px)
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Platysma(4096x4096 px)
- Skeleton(8192x8192 px)
- Skin(8192x8192 px)
- Stand(4096x4096 px)
-
Thigh(4096x4096 px)
Texture Maps:
- Most texture sets have Base Color, Normal, AO, Roughness, and Metallic maps.
- Some texture sets have custom scatter, detail normal, and/or transparency/mask maps.
- Alternate mask maps for the disintegration animation are also available.
Technical Notes:
- 3D Meshes have been manually sculpted/modeled, retopologized, UV'd, and textured from scratch.
- Almost all objects have straightened UVs, meaning they support detailed normal maps.
- The majority of the muscles utilize mirrored UVs in the second UDIM area for a higher texel density. This might cause visual anomalies in some renderers while ray tracing is on. Any version of Marmoset Toolbag below 4.06b will have these anomalies.
- Most objects have been subdivided once prior to importing, setting the polygon count around 2.06 million quads. It can be reduced to around 600k polys via unsmooth operation within Maya, or Reconstruct Subdivision Levels function within ZBrush.
- The objects have been subdivided further within Toolbag to prevent geometry-based faceting.
- The maps have been baked within Marmoset Toolbag 4 with respect to Toolbag's tangent space without triangulation.
- Skin and capillaries meshes have non-uniform texel density to accommodate for higher resolution details on the neck and above.
Requirements/Suggestions:
- The render scene requires Marmoset Toolbag 4.06b or above. The meshes can be used in any other 3D package such as ZBrush, Maya, 3ds Max, Blender, Substance Painter, etc.
- I suggest you run this scene on a high-end PC. The ray-tracing performance will be way better on graphics cards that have dedicated ray-tracing cores for hardware ray tracing. RTX 2000 and 3000 series cards will be enough to navigate the viewport lightly.
- If you have any issues with the product, feel free to send me a message with your purchase reference number.