With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality calico cat model with maps, fur, rigging and three 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 model is created with Maya 2024 at real-world scale.
Features
It consists of the body, toenails4, eyelids, lacrimal glands2, oral cavity, sclerae2, pupils2, tongue and teeth*2.
Textures and materials: There are 21 .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 44,520; polygons 44,422
Toenails: vertices 11,394; polygons 11,196
Eyelids: vertices 342; polygons 288
Lacrimal glands: vertices 1,968; polygons 1,920
Oral cavity: vertices 9,256; polygons 9,184
Sclerae: vertices 3,972; polygons 3,968
Pupils: vertices 1,282; polygons 1,248
Tongue: vertices 5,001; polygons 4,940
Teeth: vertices 14,712; polygons 14,656
Total: vertices 92,447; polygons 91,822
Animations
Unlooped walking animation at 30 fps, frame range 1-121
Loopable running animation at 30 fps, frame range 1-17
Loopable trotting animation at 30 fps, frame range 1-13
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_ROOT controls the entire model, with customized attributes: Twitch_Vis, MCH_Jnt_Vis, DEF_Jnt_Vis, GEO_Vis, which control whether related objects are displayed.
CTR_body_root_F, CTR_body_root_M and CTR_body_root_B are body controllers that control the movement of the entire body.
CTR_gravity_b is the posterior spine controller; it has 3 customized attributes:
IK_FK controls the IK/FK switching of the spine;
Tail_Follow controls whether the tail follows the spine movement;
IK_Stretch controls the stretch limit of the spine.
CTR_gravity_f is the anterior spine controller; it has 3 customized attributes:
IK_FK controls the IK/FK switching of the neck;
Follow_Target controls whether the neck follows the spine movement;
IK_Stretch controls the stretch limit of the neck.
CTR_crv_head is the head controller, with 2 customized attributes:
Follow_Target controls whether the head follows the neck movement;
Second_Control_Vis controls whether the secondary controllers of the face are displayed.
CTR_L/R_eye are eye controllers, with 2 customized attributes:
Pupil_X and Pupil_Y control the shape of the pupil.
CTR_L/R_blink_control are blink controllers, with 3 customized attributes:
Blink_Control controls the way of blinking;
Blink_U and Blink_D separately control the opening and closing of the upper and lower eyelids.
CTR_jaw_a is the jaw controller, controlling the opening and closing of the mouth, with a customized attribute:
Second_Control_Vis controls whether the secondary controllers of the tongue are displayed.
CTR_L/F_F/B_foot are controllers for four feet, with multiple custom attributes:
Foot_Roll_B, C, D, E control the rotation of the toe tip, inner and outer sides, and the sole;
IK_FK controls leg IK/FK switching;
IK_Stretch controls IK stretch limit;
Pole_Vector_Follow controls whether the pole vector follows the foot movement;
Toe_Vis controls whether the toe controller is displayed;
Toe_OC controls the abduction and adduction of the toe;
Toe_Roll controls the bending of the toe.
CTR_L/R_F/B_ROLL_foot are overall controllers for the toes and control the footpad squishing effect.
...
In addition, there are detailed controllers for the face 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
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive 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 3 animations.
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