Dink Smallwood Retopologized 3d Model
If you want to see how un-human the original Dink 3D model is, then behold, this file has it in a variety of different formats, and it is 'cleaned up' and re-topologized which is handy.
If you don't have access to software that can open .max files, then there are .fbx versions which most, if not all, 3D animation programs can successfully import. I used blender to import the fbx versions and take a look.
In Blender you have to reconnect the various images associated with different clothing/hair etc. It would have been helpful to have a guide in the readme file as to what was used where, but it is pretty easy to pick the correct ones.
Dink's backpack is using "leather pack.tif"
Dink's belt is using both "belt.tif" and "belt specular.tif"
Dink's boots are using the "noise.tif" [Not sure about this one]
Dink's hair is using "hair.tif" to give it some nice variation via the 'normals' of the texture
Dink's scarf is using the "scarf.tif"
Dink's shirt is using "Deerskin.tif"
There are x3 versions of FBX files you can try.
Biped Rig - this one has an armature that looks like it is correctly sized for the Dink model in blender
Mixamo Rig - this one has an armature that is a lot bigger than the Dink model in blender
Unrigged - this just has the Dink model
The Dink model is the same size in all of these files.
Experimenting with the the Biped Rig, the weight painting appears off. If you move one of the thighs using the Biped rig the groin area and opposite thigh move too much. The backpack is also weighted slightly off, so that various spine rotations affect it when they probably shouldn't, but of the two rigs/armatures this one is the better one without any doing any adjustments.
The Mixamo rig is too big to be used as is in blender straight after importing, you have to go into edit mode and resize/reposition the bones to fix this armature to work with the Dink model in blender.
Neither rig comes with any finger controls, just a hand bone, so if you want to make a fist you will have to add those bones to the rig/armature yourself.
As I don't have 3ds Max software I can't comment of the .max file versions in this file.
If you don't have access to software that can open .max files, then there are .fbx versions which most, if not all, 3D animation programs can successfully import. I used blender to import the fbx versions and take a look.
In Blender you have to reconnect the various images associated with different clothing/hair etc. It would have been helpful to have a guide in the readme file as to what was used where, but it is pretty easy to pick the correct ones.
Dink's backpack is using "leather pack.tif"
Dink's belt is using both "belt.tif" and "belt specular.tif"
Dink's boots are using the "noise.tif" [Not sure about this one]
Dink's hair is using "hair.tif" to give it some nice variation via the 'normals' of the texture
Dink's scarf is using the "scarf.tif"
Dink's shirt is using "Deerskin.tif"
There are x3 versions of FBX files you can try.
Biped Rig - this one has an armature that looks like it is correctly sized for the Dink model in blender
Mixamo Rig - this one has an armature that is a lot bigger than the Dink model in blender
Unrigged - this just has the Dink model
The Dink model is the same size in all of these files.
Experimenting with the the Biped Rig, the weight painting appears off. If you move one of the thighs using the Biped rig the groin area and opposite thigh move too much. The backpack is also weighted slightly off, so that various spine rotations affect it when they probably shouldn't, but of the two rigs/armatures this one is the better one without any doing any adjustments.
The Mixamo rig is too big to be used as is in blender straight after importing, you have to go into edit mode and resize/reposition the bones to fix this armature to work with the Dink model in blender.
Neither rig comes with any finger controls, just a hand bone, so if you want to make a fist you will have to add those bones to the rig/armature yourself.
As I don't have 3ds Max software I can't comment of the .max file versions in this file.