With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality African elephant model with maps, fur, rigging and animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The package includes the rigging setup and 2 standard animations. The model is created with Maya 2024 at real-world scale.
Features
Model Details: It consists of the body, left iris, right iris, left pupil, right pupil, left tear, right tear, tongue, teeth, and ivory.
Textures and materials: There are 40 .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. For more detailed texturing, the body model uses an 8-tile UDIM setup.
XGen hair: XGen interactive is used for presenting the details of the hair faster.
Meshes
Body: vertices: 57,452; polygons: 57,450
Lris_L: vertices: 514; polygons: 544
Lris_R: vertices: 514; polygons: 544
Pupil_L: vertices: 674; polygons: 704
Pupil_R: vertices: 674; polygons: 704
Tears_L: vertices: 353; polygons: 352
Tears_R: vertices: 353; polygons: 352
Ivory: vertices: 1,842; polygons: 1,816
Tongue: vertices: 1,734; polygons: 1,732
Tooth: vertices: 31,980; polygons: 31,488
Total: vertices: 96,090; polygons: 95,686
Animations
Unlooped Play animation at 30 fps, frame range 1-397
Unlooped StopWalking animation at 30 fps, frame range 1-360
Looped Walk animation at 30 fps, frame range 1-157
Unlooped WalkAndLook animation at 30 fps, frame range 1-341
Rigging
CTR_crv_MASTER: Controls the entire model, it comes with customized attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), and "MCH_Jnt_Vis" (Mechanism Joint 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_neck_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 neck movement;
"Sec_Control_Vis: Controls the visibility of facial secondary controllers;
"Rotate_Order: Controls the rotation order of head controllers.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_nose_attr: Nose attribute controller with customized attributes:
"IK_FK: Controls IK/FK switch of the nose;
"IK_Stretch: Controls IK stretch limit;
"Follow_Target: Controls whether the nose follows the head movement;
"Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
CTR_crv_L/R_upper_arm/leg_attr: Leg attribute controllers with customized attributes:
"IK_FK": Controls IK/FK switch of the 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.
CTR_crv_tail_04_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 the back spine movement;
"Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
Additionally, the body has many 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 2024.2. 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 and 4 animations.
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