With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality Holstein character that includes model, textures, hair, rigging, and animations. All hair is created using the XGen Interactive Grooming system, delivering detailed and realistic fur effects. The character materials are built with the Arnold renderer, faithfully replicating the holstein cow’s natural appearance. The rigging is based on real-world skeletal proportions, ensuring that the animations follow natural motions. The project includes a fully rigged setup and 4 standard animations (such as walk and run). This character was created using Maya 2026 at real-world scale, making it suitable for film, animation, and high-end character visualization.
Features
Model Details: The model consists of the body, eyelids, eyes, tongue, and teeth.
Textures and Materials: There are 27 .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.
The Holstein asset comes with two different texture sets: “Holstein01” and “Holstein02”. The animation scene uses “Holstein02” by default. If you wish to use “Holstein01,” you can copy the corresponding material from the rigged scene and manually assign it to the model. This setup allows flexibility for material switching or mixing different versions in crowd animation scenes.
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: 29,353; polygons: 29,352
Eyelids: vertices: 116; polygons: 112
Eyes: vertices: 1,670; polygons: 1,728
Tongue: vertices: 1,524; polygons: 1,522
Teeth: vertices: 11,133; polygons: 10,900
Total: vertices: 43,796; polygons: 43,614
Animations
Unlooped look-around animation at 30 fps, frame range 1-177
Loopable running animation at 30 fps, frame range 1-35
Loopable trotting animation at 30 fps, frame range 1-148
Loopable walking animation at 30 fps, frame range 1-161
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 customized attributes:
- DEF_Jnt_Vis
- MCH_Jnt_Vis
- Subd_Mesh
CTR_crv_gravity – Controls the body (excluding the feet)
CTR_crv_Spine_attr – Spine attribute controller, with the following customized attributes:
- IK_FK: Switches between IK and FK for the spine
- IK_Stretch: Controls IK stretch limit for the spine
- Stretch_Control_Vis: Controls visibility of secondary stretch controllers
CTR_crv_tail_attr – Tail attribute controller, with the following customized attributes:
- IK_FK: Switches between IK and FK for the tail
- IK_Stretch: Controls IK stretch limit for the tail
- Follow_Target: Controls whether the tail follows hip movement
- Stretch_Control_Vis: Controls visibility of secondary stretch controllers
CTR_crv_belly_01 – Controls abdominal breathing
CTR_crv_neck_attr – Neck attribute controller, with the following customized attributes:
- IK_FK: Switches between IK and FK for the neck
- IK_Stretch: Controls IK stretch limit for the neck
- Follow_Target: Controls whether the neck follows the front spine
- Stretch_Control_Vis: Controls visibility of secondary stretch controllers
- Sec_Control_Vis: Controls visibility of lower neck secondary controllers
CTR_crv_head – Head controller, with the following customized attributes:
- Head_Follow_Target: Controls whether the head follows neck movement
- Rotate_Order: Sets the rotation order of the head controller
- Sec_Control_Vis: Controls visibility of facial secondary controllers
CTR_crv_L/R_blink – Eye blinking controllers
CTR_crv_L/R_tightening_blink / CTR_crv_L_twitching_eyelid – Control the contraction of the orbicularis oculi muscle in the upper and lower eyelids
CTR_crv_L/R_lip_corner_move – Mouth corner movement controllers
CTR_crv_L/R_U_lip_center – Left and right upper lip movement controllers
CTR_crv_L_U_lip_move – Front upper lip movement controller, with a customized attribute:
- Upper_Lip_Lift: Controls the lifting of the upper lip
CTR_crv_L_D_lip_move – Front lower lip movement controller
CTR_crv_nose_main – Nose root controller
CTR_crv_L/R_F/B_leg_attr – Front/back leg attribute controllers for left and right sides, with the following customized attributes:
- IK_FK: Switches between IK and FK for the legs
- IK_Stretch: Controls IK stretch limit
- Pole_Vector_Follow: Controls whether the pole vector follows foot movement
- Stretch_Control_Vis: Controls visibility of secondary stretch controllers
- Rotate_Order: Sets the rotation order of the foot controller
- Heel_Raise: Controls heel lift
- Toes_Raise: Controls toe lift
- Foot_eversion: Controls foot eversion
- Foot_Inversion: Controls foot inversion
- Foot_Pivot: Controls foot pivoting
- Toes_Spread: Controls toe abduction and adduction
Additionally, the face and body include many auxiliary controllers for finer control and flexibility.
And more.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files or other formats if necessary.
Version supported: Created with Maya 2026. Maya 2026 or above is recommended for compatibility.
Caveats
The XGen hair in this character asset has been converted to interactive grooming for 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.
In the animated project file, the tail hair systems have dynamics enabled by default. You can freely adjust the dynamic parameters as needed. By default, the hair dynamics are evaluated within the scene, but you also have the option to export external caches for use if preferred.
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 4 animations.
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