With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality donkey character. The project includes the model, textures, hair, rigging, and animations. All hair is created using the XGen Interactive Groom system with enough details. The character materials are built with the Arnold renderer to accurately reproduce realistic surface detail. The rig is constructed based on realistic skeletal proportions, making the animation more consistent with natural movement. The project provides a complete rigged project and four realistic animations. This character is created with Maya 2024 at real-world scale and is suitable for film, animation, and high-precision character presentation.
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Features
Model Details: The model consists of the body, lacrimal gland, pupils, sclerae, oral cavity, upper and lower teeth, and tongue.
Textures and materials: There are 9 .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. The body UV set supports multiple quadrants.
XGen Hair: Hair is created using XGen Interactive Grooming for detailed and fast-loading hair. The external files include all density and modifier mask maps required for layered hair, with all masks at 4K resolution.
Meshes
Body: Vertices: 73,592 Polygons: 73,590
Lacrimal Gland: Vertices: 356 Polygons: 352
Pupil: Vertices: 2,020 Polygons: 2,048
Sclera: Vertices: 1,700 Polygons: 1,728
Teeth (Lower): Vertices: 30,187 Polygons: 29,508
Teeth (Upper): Vertices: 39,710 Polygons: 39,014
Tongue: Vertices: 5,281 Polygons: 5,248
Total: Vertices: 152,846 Polygons: 151,488
Animations
Looped trotting animation at 30 fps, frame range 1-379
Unlooped walking animation at 30 fps, frame range 1-402
Unlooped look-around animation at 30 fps, frame range 1-361
Unlooped eating animation at 30 fps, frame range 1-360
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Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER β Root character controller, with customizable attributes:
DEF_jnt_Vis controls the visibility of skinned bones;
MCH_jnt_Vis controls the visibility of auxiliary bones;
Mesh_Type controls the model display mode.
CTR_crv_gravity β Body controller (excluding the feet), with customizable attribute:
RotateOrder controls the rotation order.
CTR_crv_head β Head controller, with customizable attributes:
Head_Follow_Target controls whether the head follows the parent controller;
RotateOrder controls the rotation order;
Sec_control_Vis controls the visibility of secondary controllers.
CTR_crv_IK_spine_B β Posterior spine controller, with customizable attribute:
RotateOrder controls the rotation order.
CTR_crv_IK_spine_F β Anterior spine controller, with customizable attribute:
RotateOrder controls the rotation order.
CTR_crv_L/R_B_leg_attr β Hind leg attribute controller, with customizable attributes:
Foot_Eversion controls foot eversion;
Foot_Inversion controls foot inversion;
Foot_Pivot controls foot pivoting;
Heel_Raise controls heel raising;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the legs;
RotateOrder controls the rotation order;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Toes_Raise controls toe raising.
CTR_crv_L/R_F_arm_attr β Front leg attribute controller, with customizable attributes:
Foot_Eversion controls foot eversion;
Foot_Inversion controls foot inversion;
Foot_Pivot controls foot pivoting;
Heel_Raise controls heel raising;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the legs;
RotateOrder controls the rotation order;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Toes_Raise controls toe raising.
CTR_crv_neck_attr β Neck attribute controller, with customizable attributes:
Follow_Target controls whether the neck follows the parent controller;
IK_FK controls IK/FK switching;
IK_Neck_D_Follow_Target;
IK_Stretch controls IK stretch;
Neck_D_Fall_Off controls the falloff of following for neck bottom;
Sec_control_Vis controls the visibility of secondary controllers;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_spine_attr β Spine attribute controller, with customizable attributes:
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Sec_control_Vis controls the visibility of secondary controllers;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_tail_attr β Tail attribute controller, with customizable attributes:
Follow_Target controls whether the tail follows the parent controller;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_L/R_eye_blink_expr β Eye blink controller.
CTR_crv_L/R_lip_corner_expr β Lip corner controller.
CTR_crv_L/R_lip_U_expr β Upper lip center controller.
CTR_crv_L/R_U_lip_center_expr β Upper lip side center controller.
Additionally, there are more auxiliary controllers for the face and body, and many more features.
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.
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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