With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 3 animations.
Quantity:
Introduction
This is a high-quality black cat model with maps, hair, rigging and three animations. The hair 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 2026 at real-world scale.
Features
Model Details: The model consists of the body, claws, two eyelids, two lacrimal glands, oral cavity, two lenses, two irises, tongue, and upper and lower teeth.
Textures and Materials: There are 22 .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 44,520; polygons 44,422
Claws: vertices 11,394; polygons 11,196
Eyelids * 2: vertices 342; polygons 288
Lacrimal glands * 2: vertices 1,968; polygons 1,920
Oral cavity: vertices 9,256; polygons 9,184
Lens * 2: vertices 964; polygons 1,024
Irises * 2: vertices 1,538; polygons 1,504
Tongue: vertices 5,001; polygons 4,940
Teeth * 2: vertices 14,712; polygons 14,656
Total: vertices 89,695; polygons : 89,134
Animations
Loopable walking animation at 30 fps, frame range 1-361
Loopable running animation at 30 fps, frame range 1-17
Loopable trotting animation at 30 fps, frame range 1-301
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER controls the entire model; it comes with customized attributes:
MCH_Jnt_Vis, DEF_Jnt_Vis, and GEO_Vis control the visibility of related elements and switch between high and low polys.
CTR_crv_body_root_F, CTR_crv_body_root_M, and CTR_crv_body_root_B are body controllers that control the movement of the entire body.
CTR_crv_gravity_b is the rear spine controller, with the following customized attributes:
Tail_IK_FK switches between tail IK/FK;
Tail_Follow controls whether the tail follows spine movement;
Tail_IK_Stretch controls tail stretch limits;
Rotate_Order controls the rotation order of the controller;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the abdomen.
CTR_crv_gravity_f is the front spine controller, with the following customized attributes:
Neck_IK_FK switches between neck IK/FK;
Follow_Target controls whether the neck follows the spine movement;
IK_Stretch, controls the neck stretch limits;
Rotate_Order controls the rotation order of the controller;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the neck.
CTR_crv_crv_head is the head controller, with the following customized attributes:
Follow_Target controls whether the head follows the neck movement;
Second_Control_Vis controls the visibility of facial secondary controllers;
Rotate_Order controls the rotation order of the controller.
CTR_crv_jaw_a is the jaw controller for opening and closing the mouth, with one customized attribute:
Second_Control_Vis controls the visibility of the tongue's secondary controllers.
CTR_crv_L/F_F/B_foot are the leg controllers with multiple customized attributes:
Heel_Raise controls the heel lifting;
Foot_Eversion controls the foot eversion;
Foot_Inversion controls the foot inversion;
Foot_Pivot controls the foot pivoting;
IK_FK switches between the leg IK/FK;
IK_Stretch controls the IK stretch limits;
Pole_Vector_Follow controls the whether the pole vector follows foot movement;
Toe_Vis controls the visibility of toe controller;
Toe_Spread controls the toe adduction and abduction;
Toe_Curl controls the toe bending;
Rotate_Order controls the rotation order of the controller;
Toe_Raise controls the toe raising.
CTR_crv_L/R_F/B_ROLL_foot are the root toe controllers, which control the squashing effect of the foot pads.
Additionally, there are detailed facial 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 2026. Maya 2026 or above is recommended for compatibility.
Caveats
The XGen hair in this character asset has been converted to interactive grooming for 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.
With maps, fur, rigging and 3 animations.
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