With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 7 animations.
Quantity:
Introduction
This is a high-quality carrion crow character, including model, textures, hair, feather cards, rigging, and animations. All feathers are arranged based on real-life reference, with body feathers created using feather cards. All character materials are rendered using Arnold for realistic material effects. The rigging includes individual controllers for each feather, allowing each feather to be controlled independently, and features a preset wing-folding controller, making the resulting animation more consistent with real movement. The scene includes the rigged file and multiple realistic animations. This character was created using the latest version of Maya 2026, with the model built to real-world scale.
Features
Model Details: The model consists of the body, eyelids (x2), pupils (x2), corneas (x2), tongue, and multiple sets of feathers.
Textures and Materials: There are 44 .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: 13,401 ; polygons: 13,400
Eyelids: vertices: 5,472 ; polygons: 5,016
Pupil: vertices: 820 ; polygons: 864
Cornea: vertices: 724 ; polygons: 768
Tongue: vertices: 212 ; polygons: 212
Feathers: vertices: 421,598 ; polygons: 300,957
Total: vertices: 442,227 ; polygons: 321,217
Animations
Unlooped feeding animation at 30 fps, frame range 1-216
Loopable flying animation at 30 fps, frame range 1-17
Loopable flying animation at 30 fps, frame range 1-10
Unlooped landingTweet animation at 30 fps, frame range 1-251
Unlooped take-off animation at 30 fps, frame range 1-333
Unlooped tweeting animation at 30 fps, frame range 1-171
Loopable walking animation at 30 fps, frame range 1-31
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER – Root controller for the entire model.
CTR_crv_gravity / CTR_crv_gravity_F – Control body movement.
CTR_crv_neck_attr – Neck attribute controller with customized attributes:
“IK_FK” - IK/FK switch;
“IK_Stretch” - IK stretch limit;
“Follow_Target” - neck follow toggle;
“Stretch_Control_Vis” - controls visibility of secondary stretch controllers.
CTR_crv_head – Head controller with customized attributes:
“Head_Follow_Target” - controls whether the head follows neck;
“Rotate_Order” - controls the head controller rotation order.
CTR_crv_L/R_wing_fold, CTR_crv_L_tailFeat_fold – Wing and tail folding controllers.
CTR_crv_L/R_wing_feat_attr – Wing attribute controllers with customized attributes:
“Wing_Follow” - controls whether the wings follows the body movement;
“Feathers_Follow” - controls whether the feathers follows the wing movement;
“Feathers_A_Ctr_Vis” - controls the visibility of the root controller for feather layer A;
“Feathers_B_Ctr_Vis” - controls the visibility of the root controller for feather layer B;
“Feathers_C_Ctr_Vis” - controls the visibility of the root controller for feather layer C;
“Wing_Sec_Ctr_Vis” - controls the visibility of the secondary controllers for wings;
“Feathers_A_Sec_Ctr_Vis” - controls the visibility of the secondary controllers for feather layer A;
“Feathers_B_Sec_Ctr_Vis” - controls the visibility of the secondary controllers for feather layer B;
“Feathers_C_Sec_Ctr_Vis” - controls the visibility of the secondary controllers for feather layer C;
“Shoulder_Feathers_Follow” - controls whether the shoulder feathers follow the parent controller (set to ‘world’ when folding the wings).
CTR_crv_L/R_Feather_rot_O/M/I – Overall rotation controllers for wing feathers.
CTR_crv_L/R_Feather_rot_O/M/I_curl – Overall curling controllers for wing feathers.
CTR_crv_L/R_tailFear_rot_O/M/I – Overall rotation controllers for tail feathers.
CTR_crv_L/R_tailFear_rot_O/M/I_curl – Overall curling controllers for tail feathers.
CTR_crv_L/R_leg_attr – Leg attribute controllers with:
“IK_FK” - switches between IK/FK of the legs;
“IK_Stretch” - controls the IK stretch limit;
“Pole_Vector_Follow” - controls whether the pole vector follows the foot movement;
“Stretch_Control_Vis” - controls the visibility of the secondary controllers;
“Rotate_Order” - controls the rotation order of the 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 the abduction and adduction of the toes;
“Toes_Curl” - controls the curling of toes;
Additionally, there are individual controllers for all wing and tail feathers, and other detailed controllers.
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.
With maps, fur, rigging and 7 animations.
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