With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality puma 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, paws, eyelids, pupils, sclerae, oral cavity, upper teeth and lower teeth.
Textures and materials: There are 15 .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 24,034; polygons 23,980
Paws: vertices 8,028; polygons 7,816
Eyelids: vertices 1,184; polygons 1,184
Pupils: vertices 1,124; polygons 1,152
Sclerae: vertices 964; polygons 1,024
Oral cavity: vertices 6,014; polygons 5,920
Upper teeth: vertices 1,824; polygons 1,680
Lower teeth: vertices 1,582; polygons 1,444
Total: vertices 44,754; polygons 44,200
Animations
Loopable walking animation at 30 fps, frame range 1-201
Loopable running animation at 30 fps, frame range 1-66
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
Puma_CTR_Root controls the entire body,
CTR_body_root and CTR_spine_F control the center of gravity;
CTR_spine_a is the posterior spine controller; it has customized attributes that control whether the tail follows rotation and the tail IK/FK switching.
CTR_spine_b is the middle spine controller;
CTR_spine_c is the anterior spine controller, with customized attributes that control whether the neck and head follow rotation.
CTR_FK_spine_M is the FK controller of the spine.
CTR_IK_foot_F/B_L/R are foot controllers. They have customized attributes for rotation in four directions, IK/FK switching, IK stretch, and pole vector control, as well as toe controller visibility and toe abduction/adduction.
CTR_L/R_F/B_hand_roll_a, b are the foot tiptoeing controllers.
CTR_neck_a, CTR_neck_b... are the FK controllers for the neck.
CTR_L/R_eye_aim_control are the eye controllers.
CTR_L/R_blink are the blink controllers.
CTR_ear_d_L, CTR_ear_c_L, CTR_ear_d_R, CTR_ear_c_R… are the ear controllers;
CTR_ear_R and CTR_ear_L control the overall rotation of the ears;
CTR_jaw is the jaw controller, controlling the opening and closing of the jaw;
CTR_tooth_U/D are the teeth controllers;
CTR_tail_a, CTR_tail_b… are the tail controllers;
CTR_L/R_F_shoulder are the scapula controllers;
CTR_L/R_B_hip are the hip bone controllers;
CTR_load_bearing_F_R, CTR_load_bearing_F_L, CTR_load_bearing_B_L, and CTR_load_bearing_B_R are the weight-bearing controllers for the four feet;
...
In addition, there are detailed controllers for the face 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.
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