With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 2 animations.
Quantity:
Introduction
This character is a realistic representation of the dhub lizard, including the model, textures, rigging, and animations. All materials 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 project provides a complete rigging setup along with 2 standard 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, oral cavity, tongue, cornea, pupils, and third eyelids.
Textures and Materials: The asset includes 11 texture maps, all converted to Arnold-compatible .TX format. Multiple 4K-resolution textures and UDIM-based UV layouts are used to ensure the highest level of detail and quality. The materials are designed for realistic rendering using the Arnold renderer.
Meshes
Body: Vertices: 1,279,710, Polygons: 1,279,488
Oral cavity: Vertices: 16,550, Polygons: 16,334
Tongue: Vertices: 413, Polygons: 390
Cornea: Vertices: 2,340, Polygons: 2,336
Pupil: Vertices: 2,692, Polygons: 2,688
Third eyelids: Vertices: 1,394, Polygons: 1,344
Total: Vertices: 1,303,099, Polygons: 1,302,580
Animations
Loopable running animation at 30 fps, frame range 1-8
Loopable walking animation at 30 fps, frame range 1-73
Rigging
With detailed 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: "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_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 neck movement;
"Rotate_Order: Controls the rotation order of head controllers;
"Sec_Control_Vis: Controls the visibility of facial secondary controllers;
"L_Nictitating_Membrane": Controls the rotation of the left third eyelid;
"R_Nictitating_Membrane": Controls the rotation of the right third eyelid.
CTR_crv_L/R_F/B_arm/leg_attr: Leg attribute controllers with customized attributes:
"IK_FK": Controls IK/FK switch of the 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 the rotation order of foot controllers;
"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.
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 2026. Maya 2026 or above is recommended for compatibility.
Caveats
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 2 animations.
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