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Maya Pig Sow (Female) – Realistic Rigged Model with Groom & Textures

Rigging

With maps, fur, rigging. no animation.

$300

Quantity: 

Animations

With maps, fur, rigging and 5 animations.

$550

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
179,380
Vertices
179,286
Textures
Materials

Introduction

This is a high-quality female domestic pig character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic effects. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real domestic pig. 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 five realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.

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Features

Model Details: The model consists of the body, eyelids, oral cavity, pupils, sclerae, teeth, tongue, and rock.
Textures and Materials: There are 11 .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.
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

Eyelid: Vertices: 1,288, Polygons: 1,284
OralCavity_D: Vertices: 4,375, Polygons: 4,314
OralCavity_U: Vertices: 9,387, Polygons: 9,272
Pupil: Vertices: 2,020, Polygons: 2,048
Rock: Vertices: 21,690, Polygons: 23,040
Sclera: Vertices: 1,700, Polygons: 1,728
Tongue: Vertices: 693, Polygons: 680
Teeth_D: Vertices: 23,846, Polygons: 23,256
Teeth_U: Vertices: 20,808, Polygons: 20,280
Body: Vertices: 93,479, Polygons: 93,478

Total: Vertices: 179,286, Polygons: 179,380

Animations

UnLooped eating animation at 30 fps, frame range 1-361
UnLooped look-around animation at 30 fps, frame range 1-301
Loopable walking animation at 30 fps, frame range 1-37
Loopable running animation at 30 fps, frame range 1-11
Loopable trotting animation at 30 fps, frame range 1-20

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Rigging

With detailed controllers, it's easier to create postures and animations, the features are as follows:

CTR_crv_MASTER – the main controller of the character, with the following customizable attributes:
DEF_jnt_Vis – controls the visibility of skinned bones
MCH_jnt_Vis – controls the visibility of auxiliary bones
Mesh_Type – controls the display mode of the model

CTR_crv_gravity – the body controller (excluding feet), with the following customizable attributes:
RotateOrder – controls the rotation order

CTR_crv_Head – the head controller, with the following customizable attributes:
Head_Follow_Target – controls the target that the head follows
RotateOrder – controls the rotation order
Sec_control_Vis – controls the visibility of secondary controllers

CTR_crv_IK_spine_B – the rear spine controller, with the following customizable attributes:
RotateOrder – controls the rotation order

CTR_crv_IK_spine_F – the front spine controller, with the following customizable attributes:
RotateOrder – controls the rotation order

CTR_crv_L/R_B_leg_attr – the leg attribute controller, with the following customizable attributes:
Foot_Eversion – controls foot eversion
Foot_Inversion – controls foot inversion
Foot_Pivot – controls foot pivoting
Heel_Raise – controls heel raising
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
PoleVector_Follow – controls pole vector following
RotateOrder – controls the rotation order
Stretch_Control_Vis – controls the visibility of secondary stretch controllers
Toes_Raise – controls toe raising
Toes_Spread – controls toe abduction and adduction

CTR_crv_L/R_F_arm_attr – the arm attribute controller, with the following customizable attributes:
Foot_Eversion – controls foot eversion
Foot_Inversion – controls foot inversion
Foot_Pivot – controls foot pivoting
Heel_Raise – controls heel raising
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
PoleVector_Follow – controls pole vector following
RotateOrder – controls the rotation order
Stretch_Control_Vis – controls the visibility of secondary stretch controllers
Toes_Raise – controls toe raising
Toes_Spread – controls toe abduction and adduction

CTR_crv_neck_attr – the neck attribute controller, with the following customizable attributes:
Follow_Target – controls the followed target
IK_FK – switches between IK and FK
IK_Neck_D_FollowTarget
IK_Neck_D_Follow_Target
IK_Stretch – controls IK stretching
Sec_control_Vis – controls the visibility of secondary controllers
Stretch_Control_Vis – controls the visibility of secondary stretch controllers

CTR_crv_spine_attr – the spine attribute controller, with the following customizable attributes:
Aipple_Vis
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
Sec_control_Vis – controls the visibility of secondary controllers
Stretch_Control_Vis – controls the visibility of secondary stretch controllers

CTR_crv_L/R_eye_blink_expr – eye blink controller

CTR_crv_L/R_eyebrow_center_expr – eyebrow center controller

CTR_crv_L/R_eyebrow_corner_expr – eyebrow corner controller

CTR_crv_L/R_lip_corner_expr – lip corner controller

CTR_crv_L/R_sniff_expr – sniff controller

CTR_crv_L/R_tightening_blink_expr – orbicularis oculi controller

CTR_crv_L/R_twitching_eyelid_expr – eyelid twitch controller

In addition, 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.

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Rigging

With maps, fur, rigging. no animation.

$300
Choose License:

Animations

With maps, fur, rigging and 5 animations.

$550
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
179,380
Vertices
179,286
Textures
Materials
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