With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 2 animations.
Quantity:
Introduction
This is a high-quality ardvark character asset, including model, textures, hair, rigging, and animations. All hair is created using the XGen Interactive system, delivering detailed and realistic fur. The character materials are built with Arnold renderer to faithfully replicate the natural appearance and texture. The rigging is designed with reference to real skeletal proportions, ensuring animations follow natural movement principles. The project provides a complete rigging setup along with two sets of realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.
Features
Model Details: The model consists of the body, left and right eyeballs, upper and lower gums, left and right pupils, left and right tears, tongue, and upper and lower teeth.
Textures and Materials: There are 20 .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: 43,083, Polygons: 42,972
Left & Right Eyeballs: Vertices: 1,668, Polygons: 1,728
Upper & Lower Gum: Vertices: 4,358, Polygons: 4,354
Left & Right Pupils: Vertices: 1,156, Polygons: 1,216
Left & Right Tears: Vertices: 1,776, Polygons: 1,728
Tongue: Vertices: 2,274, Polygons: 2,272
Upper & Lower Teeth: Vertices: 7,200, Polygons: 7,168
Total: Vertices: 61,515, Polygons: 61,438
Animations
Looped Run animation at 30 fps, frame range 1-141
Looped Walk animation at 30 fps, frame range 1-156
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 customized attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), "MCH_Jnt_Vis" (Mechanism Joint Visibility), and "Subd_Mesh" (Subdivision Mesh visibility).
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_spine_attr: Spine attribute controller, with customized 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.
CTR_crv_tail_a_attr: Tail attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch of the tail;
"IK_Stretch": Controls IK stretch limit;
"Follow_Target": Controls whether the tail follows hip movement;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
CTR_crv_neck_a_attr: Neck attribute controller with customized 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 customized attributes:
"Follow_Target": Controls whether the head follows the neck movement;
"Rotate_Order": Controls the rotation order of head controllers;
"Sec_Control_Vis": Controls the visibility of facial secondary 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 muscles.
CTR_crv_nose: Nose action controllers.
CTR_crv_L/R_F/B_thigh_attr: Leg attribute controllers, with customized 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;
"Rotate_Order": Controls foot controllers' rotation order;
"Heel_Raise": Controls heel raising;
"Toes_Raise": Controls toe raising;
"Foot_eversion": Controls foot eversion;
"Foot_Inversion": Controls foot inversion;
"Foot_Pivot": Controls foot pivoting;
"Toes_Spread": Controls abduction and adduction of toes.
CTR_crv_tongue_a_attr: Tongue attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch of the tongue;
"IK_Stretch": Controls IK stretch limit;
"Follow_Target": Controls whether the tongue follows jaw movement;
"Stretch_Control_Vis": Controls the visibility of secondary stretch controllers.
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.
With maps, fur, rigging. no animation.
With maps, fur, rigging and 2 animations.
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