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With maps, fur, rigging and 5 animations.
Introduction
This is a high-quality lioness model with maps, fur, rigging and two 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, nipples, paws, eyes, lacrimal caruncles, upper teeth, and lower teeth.
Textures and materials: There are 18 .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 54,044; polygons 53,808
Nipples: vertices 420; polygons 416
Paws: vertices 4,644; polygons 4,608
Eyes: vertices 742; polygons 736
Lacrimal caruncles: vertices 324; polygons 320
Upper teeth: vertices 9,092; polygons 9,064
Lower teeth: vertices 9,092; polygons 9,064
Total: vertices 78,358; polygons 78,016
Animations
Loopable walking animation at 30 fps, frame range 1-31
Loopable running animation at 30 fps, frame range 1-15
Loopable trotting animation at 30 fps, frame range 1-21
Unlooped watching und animation at 30 fps, frame range 1-500
Unlooped lying-down animation at 30 fps, frame range 1-261
Rigging
With highly detailed controllers, it's more convenient to make poses and animations. The functionalities are as follows:
Lioness_CTR_Root: Controls the entire model.
CTR_gravity: Controls the center of gravity. Has 2 custom attributes: Neck IK_FK for switching between neck IK/FK systems, and Tail IK_FK for switching between tail IK/FK.
CTR_spine_a: Controls the posterior spine.
CTR_spine_b: Controls the middle spine.
CTR_spine_c: Controls the anterior spine. Has a custom attribute Twitch for secondary rigging of the front legs.
CTR_IKFK_neck: Main controller for the neck.
CTR_IK_neck_a, CTR_IK_neck_b...: IK controllers for the neck.
CTR_FK_neck_1, CTR_FK_neck_2...: FK controllers for the neck.
CTR_IK_head: Controls the head.
CTR_eye: Controls the eyes.
CTR_Mouth_C, CTR_Mouth_b: Control the jaw for mouth opening.
CTR_FK_tongue_a, CTR_FK_tongue_b...: Control the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R...: Control the ears.
CTR_FK_tail_a, CTR_FK_tail_b...: FK controllers for the tail.
CTR_IK_Tail_1, CTR_IK_Tail_2...: IK controllers for the tail.
CTR_Shoulders_F_R, CTR_Shoulders_F_L: Control the scapula.
CTR_Shoulders_B_R, CTR_Shoulders_B_L: Control the hip bone.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R, CTR_setting_leg_B_R: IK/FK switching controllers for the feet.
CTR_Foot_f_R, CTR_Foot_f_L: IK controllers for the front legs.
CTR_Foot_b_R, CTR_Foot_b_L: IK controllers for the hind legs.
CTR_IK_B_shin_a_L, CTR_IK_B_shin_a_R: Weight-bearing controllers for the hind legs.
CTR_IK_F_shin_a_L, CTR_IK_F_shin_a_R: Weight-bearing controllers for the front legs.
CTR_tummy_a, CTR_tummy_b...: Control the abdomen.
Additionally, the body includes 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 2024.2. 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 5 animations.
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