With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 2 animations.
Quantity:
Introduction
The character is a replication of a real-world tree frog, with the model, textures, rigging, and animations. 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 project provides a complete rigging setup along with one jumping animation. 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, pupils, and tongue.
Textures and Materials: The asset includes 5 texture maps, all converted to Arnold-compatible .TX format. Multiple 4K-resolution textures 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: 13,854, Polygons: 13,852
Pupils: Vertices: 1,928, Polygons: 2,048
Tongue: Vertices: 1,510, Polygons: 1,508
Total: Vertices: 17,292, Polygons: 17,408
Animations
Unlooped jumping animation at 30 fps, frame range 1-210
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;
"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;
"IK_Stretch": Controls IK stretch limit;
"Stretch_Control_Vis": Controls the visibility of the secondary stretch controller.
CTR_crv_FK_belly: Belly breathing controller.
CTR_crv_head: Head controller, with customized attributes:
"Rotate_Order": Controls the rotation order for head controllers;
"Sec_Control_Vis": Controls the visibility of the secondary facial controller.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_L/R_F/B_arm/leg_attr: Leg attribute controllers, with customized attributes:
"IK_FK": Controls IK/FK switch;
"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 controller;
"Rotate_Order": Controls the rotation order for foot controllers;
"Heel_Raise": Heel raising;
"Toes_Raise": Toe raising;
"Foot_eversion": Foot eversion;
"Foot_Inversion": Foot Inversion;
"Foot_Pivot": Foot pivoting;
"Toes_Spread": Toe abduction and adduction;
"Toes_Curl": Toe bending.
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
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. no animation.
With maps, fur, rigging and 2 animations.
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