With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality Bactrian camel character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic fur. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real Bactrian camel. The rigging is created with reference to real bones, making the animation in line with natural movements. The project includes a complete rigging setup along with four realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.
Features
Model Details: The model consists of the body, two tears, two pupils, two sclerae, tongue, and teeth.
Textures and Materials: There are 16 .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: 39,106, Polygons: 39,058
Tears: Vertices: 1,080, Polygons: 1,072
Pupils: Vertices: 740, Polygons: 752
Sclerae: Vertices: 548, Polygons: 544
Tongue: Vertices: 602, Polygons: 600
Teeth: Vertices: 18,300, Polygons: 17,624
Total: Vertices: 60,376, Polygons: 59,650
Animations
Unlooped eating animation at 30 fps, frame range 1-200
Unlooped look-around animation at 30 fps, frame range 1-220
Loopable running animation at 30 fps, frame range 1-17
Unlooped walking animation at 30 fps, frame range 1-271
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), and "MCH_Jnt_Vis" (Mechanism Joint 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_a_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_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_IK_head: Head controller with customized attributes:
"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_eyelid_U/D: Control the contraction of the upper and lower orbicularis oculi muscles.
CTR_crv_L/R_nose_open: Nostril breathing controller.
CTR_crv_L/R_F_mid_arm_attr and CTR_crv_L/R_B_upper_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;
"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.
CTR_crv_tongue_attr: Tongue attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch of the tongue;
"IK_Stretch": Controls IK stretch limit;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
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 2024. Maya 2024 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 4 animations.
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