Piglet (Pig) 3D Model Rigged for Maya

Rigging

With maps, fur, rigging. no animation.

$249

Quantity: 

Animations

With maps, fur, rigging and 5 animations.

$499

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
94,568
Vertices
95,939
Textures
Materials

Introduction

This is a high-quality young piglet character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic effects. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real piglet. The rigging is created with reference to real bones, making the animation in line with natural movements. The project provides a complete rigging setup along with five realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.

 

Features

Model Details: The model consists of the body, oral cavity, pupils, sclerae, teeth, and tongue.
Textures and Materials: There are 10 .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.
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

OralCavity_D: Vertices: 3,886, Polygons: 3,632
OralCavity_U: Vertices: 9,387, Polygons: 9,272
Pupil: Vertices: 2,020, Polygons: 2,048
Sclera: Vertices: 1,700, Polygons: 1,728
Tongue: Vertices: 1,183, Polygons: 1,168
Teeth_D: Vertices: 13,960, Polygons: 13,408
Teeth_U: Vertices: 13,882, Polygons: 13,392
Body: Vertices: 49,921, Polygons: 49,920

Total: Vertices: 95,939, Polygons: 94,568

Animations

Unlooped look-around animation at 30 fps, frame range 1-350
Unlooped playing animation at 30 fps, frame range 1-221
Loopable walking animation at 30 fps, frame range 1-21
Loopable running animation at 30 fps, frame range 1-10
Loopable trotting animation at 30 fps, frame range 1-13

 

 

 

 

 

Rigging

With detailed controllers, it's easier to create postures and animations, the features are as follows:

CTR_crv_MASTER – the root controller of the character, with the following customizable attributes:
DEF_jnt_Vis – controls the visibility of skinned bones
MCH_jnt_Vis – controls the visibility of auxiliary bones

CTR_crv_head – the head controller, with the following customizable attributes:
Head_Follow_Target – controls the target that the head follows
RotateOrder – controls the rotation order
Sec_control_Vis – controls the visibility of secondary controllers

CTR_crv_IK_B_spine – the rear spine controller, with the following customizable attributes:
RotateOrder – controls the rotation order

CTR_crv_IK_F_spine – the front spine controller, with the following customizable attributes:
RotateOrder – controls the rotation order

CTR_crv_L/R_B_leg_attr – the leg attribute controller, with the following customizable attributes:
Foot_Eversion – controls foot eversion
Foot_Inversion – controls foot inversion
Foot_Pivot – controls foot pivoting
Heel_Raise – controls heel raising
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
PoleVector_Follow – controls pole vector following
RotateOrder – controls the rotation order
Stretch_Control_Vis – controls the visibility of secondary stretch controllers
Toes_Raise – controls toe raising
Toes_Spread – controls toe abduction and adduction

CTR_crv_L/R_F_arm_attr – the arm attribute controller, with the following customizable attributes:
Foot_Eversion – controls foot eversion
Foot_Inversion – controls foot inversion
Foot_Pivot – controls foot pivoting
Heel_Raise – controls heel raising
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
PoleVector_Follow – controls pole vector following
RotateOrder – controls the rotation order
Stretch_Control_Vis – controls the visibility of secondary stretch controllers
Toes_Raise – controls toe raising
Toes_Spread – controls toe abduction and adduction

CTR_crv_M_neck_attr – the neck attribute controller, with the following customizable attributes:
Follow_Target – controls the followed target
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
Stretch_Control_Vis – controls the visibility of secondary stretch controllers

CTR_crv_spine_attr – the spine attribute controller, with the following customizable attributes:
Abdomen_Control_Vis
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
Sec_control_Vis – controls the visibility of secondary controllers
Stretch_Control_Vis – controls the visibility of secondary stretch controllers

CTR_crv_Tail_attr – the tail controller, with the following customizable attributes:
Follow_Target – controls the followed target
IK_FK – switches between IK and FK
IK_Stretch – controls IK stretching
Stretch_Control_Vis – controls the visibility of secondary stretch controllers

CTR_crv_L/R_eye_blink_expr – eye blink controller
CTR_crv_L/R_eyebrow_center_expr – eyebrow center controller
CTR_crv_L/R_eyebrow_corner_expr – eyebrow corner controller
CTR_crv_L/R_lip_corner_expr – lip corner controller
CTR_crv_L/R_tightening_blink_expr – orbicularis oculi controller
CTR_crv_L/R_twitching_eyelid_expr – eyelid twitching controller

In addition, the face and body come 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.

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Rigging

With maps, fur, rigging. no animation.

$249
Choose License:

Animations

With maps, fur, rigging and 5 animations.

$499
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
94,568
Vertices
95,939
Textures
Materials
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