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Realistic Walrus 3D Model – Rigged, Animated, Fur, and Textured for Maya

Rigging

With maps, rigging. no animation.

$150

Quantity: 

Animations

With maps, fur, rigging and 3 animations.

$300

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
80,842
Vertices
80,966
Textures
Materials

Introduction

This is a high-quality walrus 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 walrus. 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 three sets of 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, eyes, tear, and teeth.
Textures and Materials: There are 22 .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

Body: Vertices: 50,060, Polygons: 50,058
Eyes: Vertices: 2,568, Polygons: 2,688
Tear: Vertices: 4,608, Polygons: 4,608
Teeth01: Vertices: 19,460, Polygons: 19,456
Teeth02: Vertices: 4,270, Polygons: 4,032

Total: Vertices: 80,966, Polygons: 80,842

Animations

Unlooped swimming animation at 30 fps, frame range 1-181
Loopable walking animation at 30 fps, frame range 1-87
Loopable running animation at 30 fps, frame range 1-27

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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 customizable attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), "MCH_Jnt_Vis" (Mechanism Joint Visibility), and "Subd_Mesh" (Subdivision Mesh visibility).
CTR_crv_gravity, CTR_crv_gravity_F: Control the body (excluding feet), with different axis of rotation.
CTR_crv_spine_attr: Spine attribute controller, with customizable 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;
"Tail_Follow_Target":Controls whether the tail follows hip movement;
"Limit_Belly_Loc":Controls whether the belly controller is restrained above the ground.
CTR_crv_neck_attr: Neck attribute controller with customizable 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 customizable attributes:
"Follow_Target": Controls whether the head follows the neck movement;
"Rotate_Order": Controls the rotation order of head 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.
CTR_crv_L/R_action_nose: Sniff controller.
CTR_crv_L/R_action_mouth: Mouth action controller.
CTR_crv_L/R_upper_arm_attr: Front leg attribute controllers, with customizable 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;
"Sec_Control_Vis": Controls the visibility of toes controllers;
"Rotate_Order": Controls foot controllers' rotation order.
CTR_crv_L/R_upper_leg_attr: Hind leg attribute controllers, with customizable 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;
"Toes_Spread": Controls abduction and adduction of toes;
"Sec_Control_Vis": Controls the visibility of toes controllers;
"Rotate_Order": Controls foot controllers' rotation order.
CTR_crv_IK_L/R_F/B_foot_roll : Adjust the position of the controller as the axis point of foot rotation.
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.

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Rigging

With maps, rigging. no animation.

$150
Choose License:

Animations

With maps, fur, rigging and 3 animations.

$300
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
80,842
Vertices
80,966
Textures
Materials
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