With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality female European mouflon character. The project includes the model, textures, hair, rig, and animation. All hair is created using the XGen Interactive Groom system, delivering highly detailed hair. The character materials are built with the Arnold renderer, accurately reproducing the natural look and surface qualities. The rig is constructed based on realistic skeletal proportions, making the animation more consistent with natural movement. The scene includes a complete rig setup and 4 realistic animations. Created in Maya 2024 at real-world scale, this character is suitable for film, animation, and high-precision character showcases.
Features
Model Details: The model consists of the body, pupils, sclerae, teeth, and tongue.
Textures and Materials: There are 14 .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: 29,761, Polygons: 29,759
Pupils: Vertices: 818, Polygons: 838
Sclerae: Vertices: 964, Polygons: 1,024
Teeth: Vertices: 8,034, Polygons: 7,970
Tongue: Vertices: 1,380, Polygons: 1,378
Total: Vertices: 40,957, Polygons: 40,969
Animations
Unlooped look-around animation at 30 fps, frame range 1-151
Loopable running animation at 30 fps, frame range 1-12
Loopable trotting animation at 30 fps, frame range 1-109
Loopable walking animation at 30 fps, frame range 1-217
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER is the root controller of the character.
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 is the body controller (excluding the feet).
Customizable attribute:
RotateOrder – Controls the rotation order.
CTR_crv_head is the head controller.
Customizable attributes:
Head_Follow_Target – Controls the target followed by the head.
RotateOrder – Controls the rotation order.
Sec_control_Vis – Controls the visibility of secondary controllers.
CTR_crv_IK_spine_B is the posterior spine IK controller.
Customizable attribute:
RotateOrder – Controls the rotation order.
CTR_crv_IK_spine_F is the anterior spine IK controller.
Customizable attribute:
RotateOrder – Controls the rotation order.
CTR_crv_L/R_B_leg_attr is the hind leg attribute controller.
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 is the front arm attribute controller.
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 is the neck attribute controller.
Customizable attributes:
Follow_Target – Controls target to follow.
IK_FK – Switches between IK and FK.
IK_Stretch – Controls IK stretching.
Stretch_Control_Vis – Controls the visibility of secondary stretch controllers.
CTR_crv_spine_attr is the spine attribute controller.
Customizable attributes:
IK_FK – Switches between IK and FK.
IK_Stretch – Controls IK stretching.
Stretch_Control_Vis – Controls the visibility of secondary stretch controllers.
CTR_crv_L/R_eye_blink_expr is the blink controller.
CTR_crv_L/R_lip_corner_expr is the lip corner controller.
CTR_crv_L/R_nasal_breathing_expr is the nostril breathing controller.
CTR_crv_L/R_U_lip_center_expr is the upper lip side-center controller.
CTR_crv_L/R_U_M_lip_expr is the upper lip center controller.
In addition, the face and body come with more auxiliary controllers, and additional features are available.
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. no animation.
With maps, fur, rigging and 4 animations.
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