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With maps, fur, rigging. no animation.
Introduction
This is a high-quality Père David's deer model with maps, fur, rigging and 5 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.
[ytb-vid=Dp-8fkLUWpI]
Features
It consists of the body, two horns, two oral cavities, upper teeth, lower teeth, tongue, pupils, sclerae, lacrimal glands and tears.
Textures and materials: There are 32 .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 61,188; polygons 61,186
Two Horns: vertices 36,792; polygons 36,788
Two Oral cavities: vertices 18,598; polygons 18,378
Upper and lower teeth: vertices 56,854; polygons 55,960
Tongue: vertices 6,058; polygons 6,056
Pupils: vertices 2,340; polygons 2,368
Sclerae: vertices 1,700; polygons 1,728
Lacrimal glands: vertices 780; polygons 776
Tears: vertices 1,316; polygons 1,312
Total: vertices 185,626; polygons 184,552
Animations
Loopable running animation at 30 fps, frame range 1-12
Loopable walking animation at 30 fps, frame range 1-41
Unlooped lying animation at 30 fps, frame range 1-300
Unlooped eating animation at 30 fps, frame range 1-350
Unlooped watching animation at 30 fps, frame range 1-350
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the entire model.
CTR_gravity controls the center of gravity.
CTR_spine_a controls the posterior spine.
CTR_spine_b controls the middle spine.
CTR_spine_c controls the anterior spine.
CTR_belly controls the abdomen.
CTR_neck controls the neck.
CTR_IK_neck_a, CTR_IK_neck_b... are IK controllers of the neck.
CTR_head controls the head.
CTR_sight controls the eyes.
CTR_jaw controls the jaw and the opening and closing of mouth.
CTR_IK_tongue_a, CTR_IK_tongue_b... are controllers of the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R... are controllers of the ears.
CTR_tail_a, CTR_tail_b... are controllers of the tail.
CTR_Shoulders_F_L and CTR_Shoulders_F_R are controllers of the scapula.
CTR_Shoulders_B_R, CTR_Shoulders_B_R are controllers of the hip bone.
CTR_leg_f_R and CTR_leg_f_L are IK controllers of the front legs.
CTR_leg_B_R and CTR_leg_B_L are IK controllers of the hind legs.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R and CTR_setting_leg_B_R switch between IK/FK of the feet.
CTR_IK_Roll_hell_F_L, CTR_IK_Roll_hell_F_R are load-bearing controllers of the front legs.
CTR_IK_Roll_hell_B_L, CTR_IK_Roll_hell_B_R are load-bearing controllers of the hind legs.
Additionally, there are more auxiliary controllers of the body.
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. no animation.
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