With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality pygoscelis model with maps, fur, rigging and 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 package includes the rigging setup and 4 standard animations. The model is created with Maya 2024 at real-world scale.
Features
Model Details: It consists of the body, oral cavity, left pupil, right pupil, left sclera, right sclera, left tears, right tears, tongue, head feathers, shoulder feathers, chest feathers, mouth feathers, belly feathers, tail feathers, wing feathers 01, wing feathers 02, wing feathers 03, wing feathers 04, and tail feathers (multiple objects).
Textures and materials: There are 34 .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: 55,320; polygons: 55,318
OralCavity: vertices: 6,512; polygons: 6,389
Pupil_L: vertices: 674; polygons: 704
Pupil_R: vertices: 674; polygons: 704
Sclera_L: vertices: 482; polygons: 512
Sclera_R: vertices: 482; polygons: 512
Tears_L: vertices: 416; polygons: 384
Tears_R: vertices: 416; polygons: 384
Tongue: vertices: 30,421; polygons: 30,378
BodyBack_Feather: vertices: 328,370; polygons: 225,168
Head_Feather: vertices: 316,005; polygons: 216,648
Shoulder_Feather: vertices: 27,650; polygons: 18,960
ChestSide_Feather: vertices: 5,110; polygons: 3,504
Tail_Feather: vertices: 4,410; polygons: 3,024
Wing_Feather01: vertices: 408,240; polygons: 279,936
Wing_Feather02: vertices: 33,740; polygons: 23,136
Wing_Feather03: vertices: 11,900; polygons: 8,160
Wing_Feather04: vertices: 13,020; polygons: 8,928
Mouth_Feather: vertices: 2,520; polygons: 1,728
Belly_Feather: vertices: 194,386; polygons: 124,146
TailFeather: vertices: 23,358; polygons: 22,846
Total: vertices: 1,464,106; polygons: 1,031,469
Animations
looped Walk animation at 30 fps, frame range 1-141
looped Toboggan animation at 30 fps, frame range 1-127
looped Swimming animation at 30 fps, frame range 1-41
Unlooped LeapAshore animation at 30 fps, frame range 1-151
Rigging
Featuring highly detailed controllers, making posing and animation much more convenient. The features are as follows:
CTR_crv_MASTER: Controls the entire rig and includes custom attributes such as "DEF_Jnt_Vis", "MCH_Jnt_Vis", and "GEO_Vis".
CTR_crv_gravity: Controls the body movement (excluding the legs).
CTR_crv_Spine_attr: Spine attribute controller with custom attributes "IK_FK", "IK_Stretch", and "Stretch_Control_Vis" to control IK/FK switching, limit IK stretch, and toggle the visibility of secondary stretch controllers.
CTR_crv_neck_attr: Neck attribute controller with custom attributes "IK_FK", "IK_Stretch", "Follow_Target", and "Stretch_Control_Vis" to control IK/FK switching, limit IK stretch, enable the neck to follow the upper spine, and toggle the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with custom attributes "Head_Follow_Target", "Rotate_Order", and "Sec_Control_Vis" to enable the head to follow neck movement, set the head controller rotation order, and toggle the visibility of secondary facial controllers.
CTR_crv_L/R_eye_blink: Eye blink controller.
CTR_crv_L/R_arm_attr: Arm attribute controller with custom attributes "IK_FK", "IK_Stretch", "Pole_Vector_Follow", "FK_Arm_Follow_Target", and "IK_Hand_Follow_Target" to control IK/FK switching, limit IK stretch, toggle pole vector following hand movement, enable FK arms to follow the body, and set IK hand parent following.
CTR_crv_L/R_leg_attr: Leg attribute controller with custom attributes "IK_FK", "IK_Stretch", "Pole_Vector_Follow", "Stretch_Control_Vis", "Rotate_Order", "Heel_Raise", "Toes_Raise", "Foot_eversion", "Foot_Inversion", "Foot_Pivot", "Toes_Spread", and "Toes_Curl" to control IK/FK switching, limit IK stretch, toggle pole vector following foot movement, toggle the visibility of secondary stretch controllers, control foot controller rotation order, heel raise, toe raise, foot eversion, foot inversion, foot pivot, toe spreading, and toe curling.
CTR_crv_L/R_tail_feathers_attr: Tail feather attribute controller with custom attributes "Feathers_Ctr_Vis" and "Sec_Control_Vis" to toggle the visibility of tail feather controllers and secondary tail feather controllers.
Additionally, the rig includes more auxiliary body controllers and many other detailed features.
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, 2025.3. Maya 2024 or above is recommended for compatibility.
Caveats
The XGen hair in this Maya character asset has been converted to interactive grooming, offering fast loading and efficient rendering. Although the original guides are not included, you can customize the hair by adding XGen modifiers as needed. All XGen hair in the scene is set up 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.
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