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Realistic Male Reindeer 3D Model for Maya – Rigged XGen Fur & 3 Animations

Rigging

With maps, fur, rigging. no animation.

$272 $320 -15%

Quantity: 

Animations

With maps, fur, rigging and 3 animations.

$399.5 $470 -15%

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
38,500
Vertices
38,885
Textures
Materials

Introduction

This is a high-quality male reindeer character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic hair. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real reindeer. 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 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, antlers, eyes, tears, sclerae, lacrimal glands, tongue, upper jaw, and lower jaw.
Textures and Materials: There are 25 .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: 23,107, Polygons: 23,054
Antlers: Vertices: 4,966, Polygons: 4,944
Eyes: Vertices: 1,410, Polygons: 1,438
Sclerae: Vertices: 1,092, Polygons: 1,152
Lacrimal glands: Vertices: 540, Polygons: 520
Tears: Vertices: 324, Polygons: 320
Tongue: Vertices: 298, Polygons: 296
Cranium_U: Vertices: 2,494, Polygons: 2,336
Cranium_D: Vertices: 4,654, Polygons: 4,440

Total: Vertices: 38,885, Polygons: 38,500

Animations

Loopable running animation at 30 fps, frame range 1-13
Loopable walking animation at 30 fps, frame range 1-160
Loopable trotting animation at 30 fps, frame range 1-111

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Rigging

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

CTR_crv_MASTER is the root controller, with customized attributes:
DEF_jnt_Vis: Controls the visibility of the skinned bones.
MCH_jnt_Vis: Controls the visibility of the auxiliary bones.
Mesh_Type: Controls the model's display mode.

CTR_crv_gravity is the body controller (excluding feet), with customized attributes:
RotateOrder: Controls the rotation order.

CTR_crv_head is the head controller, with customized 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 is the rear spine controller, with customized attributes:
RotateOrder: Controls the rotation order.

CTR_crv_IK_spine_F is the front spine controller, with customized attributes:
RotateOrder: Controls the rotation order.

CTR_crv_L/R_B_leg_attr is the leg attribute controller, with customized attributes:
Foot_Eversion: Controls foot eversion.
Foot_Inversion: Controls foot inversion.
Foot_Pivot: Controls foot pivoting.
Heel_Raise: Controls heel raise.
IK_FK: Controls IK/FK switching.
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 raise.
Toes_Spread: Controls toe spread.

CTR_crv_L/R_F_arm_attr is the arm attribute controller, with customized attributes:
Foot_Eversion: Controls foot eversion.
Foot_Inversion: Controls foot inversion.
Foot_Pivot: Controls foot pivoting.
Heel_Raise: Controls heel raise.
IK_FK: Controls IK/FK switching.
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 raise.
Toes_Spread: Controls toe spread.

CTR_crv_M_neck_attr is the neck attribute controller, with customized attributes:
Follow_Target: Controls the followed target.
IK_FK: Controls IK/FK switching.
IK_Stretch: Controls IK stretching.
Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.

CTR_crv_spine_attr is the spine attribute controller, with customized attributes for:
IK_FK: Controls IK/FK switching.
IK_Stretch: Controls IK stretching.
Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
abdomen_Str_Vis: Controls the abdomen_Str_Vis attribute.

CTR_crv_tongue_attr is the tongue controller, with customized attributes
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 are the blinking controllers.

CTR_crv_L/R_eyebrow_center_expr control the eyebrow center.

CTR_crv_L/R_lip_corner_expr control the lip corner.

CTR_crv_L/R_lower_lip_protrusion_expr control the lower lip protrusion.

CTR_crv_L/R_tightening_blink_expr are the orbicularis oculi controllers.

CTR_crv_L/R_twitching_eyelid_expr are the eyelid twitch controllers.

CTR_crv_L/R_U_lip_center_expr control the center of the upper lip side.

CTR_crv_L/R_U_lip_expr control the upper lip middle, with customized attributes:
Upper_Lip_Curl: Controls upper lip curl.

In addition, the face and body come with more auxiliary controllers and extended functionalities.

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 character asset has been converted to interactive grooming for 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.
In the animated project file, the neck hair systems have dynamics enabled by default. You can freely adjust the dynamic parameters as needed. By default, the hair dynamics are evaluated directly within the scene, but you also have the option to export external caches for use if preferred.
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.

$272 $320 -15%
Choose License:

Animations

With maps, fur, rigging and 3 animations.

$399.5 $470 -15%
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
38,500
Vertices
38,885
Textures
Materials
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