Mellivora MAYA 3D Model (Textures, Fur, Rigging, Animations)

Rigging

With maps, fur, rigging. no animation.

$208.25 $245 -15%

Quantity: 

Animations

With maps, fur, rigging and 4 animations.

$378.25 $445 -15%

Quantity: 

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Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
35,366
Vertices
35,765
Textures
Materials

Introduction

This is a high-quality mellivora character, including model, textures, grooming, rigging, and animation. The hair is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer to realistically replicate the appearance and texture of a real mellivora. The rigging is created with reference to real bones, making the animation in line with natural movements. The project provides a complete rigging setup along with 4 standard walking and running animations. This character was created at real-world scale using the latest version of Maya 2026, suitable for film, animation, and high-precision character presentation scenarios.

  

Features

Model Details: The model consists of the body, claws, eyes, lacrimal glands, oral cavity, sclera, tears, and teeth.
Textures and Materials: There are 23 .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.
The Mellivora asset comes with two different texture sets: “Mellivora01” and “Mellivora02”. The animation scene uses “Mellivora01” by default. If you want to use “Mellivora02”, you can copy the corresponding material from the rigged scene and manually assign it to the model. This setup allows flexibility for material switching or mixing different versions in crowd animation scenes.
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: 22,848, Polygons: 22,802
Claws: Vertices: 980, Polygons: 880
Eyes: Vertices: 1,220, Polygons: 1,280
Lacrimal Glands: Vertices: 160, Polygons: 160
Oral Cavity: Vertices: 6,008, Polygons: 5,920
Sclera: Vertices: 964, Polygons: 1,024
Tears: Vertices: 180, Polygons: 176
Teeth: Vertices: 3,405, Polygons: 3,124

Total: Vertices: 35,765, Polygons: 35,366

Animations

Unlooped look-around animation at 30 fps, frame range 0-171
Loopable running animation at 30 fps, frame range 0-10
Loopable trotting animation at 30 fps, frame range 0-153
Loopable walking animation at 30 fps, frame range 0-169

 

 

 

 

Rigging

With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model, with customized attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), "MCH_Jnt_Vis" (Mechanism Joint Visibility), and "Subd_Mesh" (Subdivision Mesh visibility).
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_Spine_attr: Spine attribute controller, with customized attributes:
"IK_FK": Controls IK/FK switch of the spine;
"IK_Stretch": Controls IK stretch limit;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
CTR_crv_tail_attr: Tail attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch of the tail;
"IK_Stretch": Controls IK stretch limit;
"Follow_Target": Controls whether the tail follows hip movement;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
CTR_crv_belly: Belly breathing controller.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch of the neck;
"IK_Stretch": Controls IK stretch limit;
"Follow_Target": Controls whether the neck follows the front spine movement;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
"Head_Follow_Target": Controls whether the head follows the neck movement;
"Rotate_Order": Controls the rotation order of head controllers;
"Sec_Control_Vis": Controls the visibility of facial secondary controllers.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_L/R_tightening_blink / CTR_crv_L_twitching_eyelid: Control the contraction of the upper and lower orbicularis oculi muscles.
CTR_crv_L/R_eyebrow_center_move: Eyebrow center movement controllers.
CTR_crv_L/R_lip_corner_move: Left/right lip corner movement controllers.
CTR_crv_L/R_lip_U_center: Left/right upper lip movement controllers.
CTR_crv_L_U_lip_move: Front upper lip movement controller, with customized attribute: "Upper_Lip_Lift" (controls the upper lip lift action).
CTR_crv_L_D_lip_move: Front lower lip movement controller.
CTR_crv_L_nasal_breathing: Nostril breathing controller.
CTR_crv_L/R_snfif: Sniffing controllers.
CTR_crv_L/R_F/B_leg_attr: Leg attribute controllers, with customized attributes::
"IK_FK": Controls IK/FK switch of legs;
"IK_Stretch": Controls IK stretch limit;
"Pole_Vector_Follow": Controls whether the pole vector follows foot movement;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers;
"Rotate_Order": Controls foot controllers' rotation order;
"Heel_Raise": Controls heel raising;
"Toes_Raise": Controls toe raising;
"Foot_eversion": Controls foot eversion;
"Foot_Inversion": Controls foot inversion;
"Foot_Pivot": Controls foot pivoting;
"Toes_Spread": Controls abduction and adduction of toes;
"Toes_Curl": Controls toe bending;
"ToeNails_Curl": Controls toenails' rotation.
Additionally, the face and body come 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 2026. Maya 2026 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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Rigging

With maps, fur, rigging. no animation.

$208.25 $245 -15%
Choose License:

Animations

With maps, fur, rigging and 4 animations.

$378.25 $445 -15%
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
35,366
Vertices
35,765
Textures
Materials
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