With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 1 animations.
Quantity:
Introduction
This is a high-quality Gray Langur character asset, the project includes model, textures, hair, rig, and animation, all hair is created with the XGen Interactive system, presenting fine and detailed hair effects, the character material is built on the Arnold renderer, realistically restoring the character’s appearance and texture, the rigging structure is built with reference to real skeletal proportions, making the animation motion more in line with natural movement, the scene provides a complete rigged project and 1 set of realistic walking animation, this character is created with Maya 2024, at real-world scale, suitable for film, animation, and high-precision character visualization.
Features
Model Details: The model consists of the body, black pupil, lacrimal gland, Tears, oral cavity, pupil, and sclera.
Textures and Materials: There are 16 .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: 16,778, Polygons: 16,732
Black Pupil: Vertices: 320, Polygons: 256
Lacrimal Gland: Vertices: 712, Polygons: 648
Tears: Vertices: 120, Polygons: 116
Oral Cavity: Vertices: 8,218, Polygons: 8,100
Pupil: Vertices: 1,346, Polygons: 1,346
Sclera: Vertices: 1,156, Polygons: 1,216
Total: Vertices: 28,652, Polygons: 28,414
Animations
Loopable walking animation at 30 fps, frame range 1-141
Rigging
With fine 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: Controls the body (excluding feet).
CTR_crv_spine_a_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_head: Head controller with customized attributes:
"Head_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;
"Neck_Follow_Target: Controls whether the neck follows the front spine movement.
CTR_crv_eye_blink_L/R: Eye blinking 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_c_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 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 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 and 1 animations.
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