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With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality puma model with maps, fur, rigging and two animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, paws, eyelids, pupils, sclerae, oral cavity, upper teeth and lower teeth.
Textures and materials: There are 15 .tx files which support Arnold, all in 4K resolution for best quality and details. The materials of the character and the hair are rendered with Arnold renderer to present realistic effects. There are 2 UV sets of the body, which support single quadrant or multiple quadrants.
XGen hair: XGen interactive is used for presenting the details of the hair faster, and all maps of density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 24,034; polygons 23,980
Paws: vertices 8,028; polygons 7,816
Eyelids: vertices 1,184; polygons 1,184
Pupils: vertices 1,124; polygons 1,152
Sclerae: vertices 964; polygons 1,024
Oral cavity: vertices 6,014; polygons 5,920
Upper teeth: vertices 1,824; polygons 1,680
Lower teeth: vertices 1,582; polygons 1,444
Total: vertices 44,754; polygons 44,200
Animations
Loopable walking animation at 30 fps, frame range 1-201
Loopable running animation at 30 fps, frame range 1-66
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the overall movement.
CTR_gravity controls the center of gravity.
CTR_IK_spine_a is the controller of the posterior spine.
CTR_IK_spine_b is the controller of the middle spine.
CTR_IK_spine_c is the controller of the anterior spine.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_B_R and CTR_setting_leg_F_R switch between IK/FK of the feet.
CTR_neck_a, CTR_neck_b... are FK controllers of the neck.
CTR_eye_R, CTR_eye_L and CTR_eye control the eyes.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R... control the ears.
CTR_roll_ear_L and CTR_roll_ear_R control the overall rotation of the ears.
CTR_jaw1 is the controller of the jaw and controls the opening and closing of the lower jaw.
CTR_tail_a, CTR_tail_b... control the tail.
CTR_Shoulders_F_L and CTR_Shoulders_F_R are controllers of the scapulae.
CTR_Shoulders_B_L, CTR_Shoulders_B_R are controllers of the hip bone.
CTR_abdomen is the controller of the abdomen.
CTR_IK_foot_F_L and CTR_IK_foot_F_R are IK controllers of the front legs.
CTR_IK_foot_B_R and CTR_IK_foot_B_L are IK controllers of the hind legs.
CTR_FK_B_Thigh1_R, CTR_FK_B_Thigh2_R, CTR_FK_B_Thigh2_L, CTR_FK_F_Thigh1_L, CTR_FK_F_Thigh1_R... are FK controllers of the feet.
CTR_load_bearing_F_R, CTR_load_bearing_F_L, CTR_load_bearing_B_L and CTR_load_bearing_B_R are load-bearing controllers of the feet.
Additionally, the body comes with more auxiliary controllers.
And more.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive with Arnold materials ready for rendering.
By default, Arnold uses GPU as the render device, and the sampling setting is suitable for medium quality output, as is shown in the preview image of the character. If you need a fine-tuned image, you can modify Arnold settings to your hardware limit.
The animation scene comes with Arnold lighting, which can be modified if required.
Except for the above, the character can be rendered directly.
With maps, fur, rigging and 3 animations.
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