With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 2 animations.
Quantity:
Introduction
This character replicates a real-world giant African snail. The project includes the model, textures, rigging, and animations. 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 scene includes a fully rigged setup and one crawling animation. This character was created at real-world scale using the latest version of Maya 2026, suitable for film, animation, and high-precision character presentation scenarios.
Features
Model Details: The model consists of the body and shell.
Textures and Materials: The asset includes 6 texture maps, all converted to Arnold-compatible .TX format. Multiple 4K-resolution textures are used to ensure the highest level of detail and quality. The materials are designed for realistic rendering using the Arnold renderer.
Meshes
Body: Vertices: 13,970, Polygons: 13,966
Shell: Vertices: 3,152, Polygons: 3,128
Total: Vertices: 17,122, Polygons: 17,094
Animations
Unlooped crawling animation at 30 fps, frame range 1-602
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
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 and CTR_crv_spine_main: Control the body (excluding feet).
CTR_crv_F/B_Spine_attr: Spine attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch;
"IK_Stretch": Controls IK stretch limit;
"Stretch_Control_Vis": Controls the visibility of the secondary stretch controller.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK": Controls IK/FK switch;
"IK_Stretch": Controls IK stretch limit;
"Follow_Target": Controls whether the neck follows the front spine movement;
"Stretch_Control_Vis": Controls the visibility of the secondary stretch controller.
CTR_crv_head: Head controller with customized attributes:
"Head_Follow_Target": Controls whether the head follows neck movement;
"Rotate_Order": Controls the rotation order of head controllers;
"Sec_Control_Vis": Controls the visibility of the secondary facial controller.
CTR_crv_L_upper/lower_tentacles_attr: Upper and lower tentacles controller with customized attributes:
"IK_FK": Controls IK/FK switch;
"IK_Stretch": Controls IK stretch limit;
"Stretch_Control_Vis": Controls the visibility of the secondary stretch controller.
CTR_crv_L/R_foot_edge_attr: Left and right foot edge controllers with customized attributes:
"Wave", "Offset", "Max_Angle", "Stretch_Control_Vis", and "Sec_Control_Vis", controlling the movement of the left and right foot edges and the visibility of secondary stretch controllers.
Additionally, the body comes 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 2026. Maya 2026 or above is recommended for compatibility.
Caveats
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 2 animations.
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