With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality adult Asaf sheep character. The project includes the model, textures, hair, rigging, and animation. All hair is created using the XGen Interactive Groom system with enough details. The character materials are built with the Arnold renderer to accurately reproduce realistic surface detail. The rig is constructed based on realistic skeletal proportions, making the animation more consistent with natural movement. The project provides a complete rigged project and four realistic animations. This character is created with Maya 2024 at real-world scale and is suitable for film, animation, and high-precision character presentation.
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Features
Model Details: The model consists of the body, lacrimal glands, lower oral cavity, upper oral cavity, pupils, sclerae, tears, tongue, lower teeth, and upper teeth.
Textures and materials: There are 22 .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 density maps and modifier mask maps for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: Vertices: 46,448, Polygons: 46,446
Lacrimal Gland: Vertices: 780, Polygons: 776
Lower Oral Cavity (OralCavity_D): Vertices: 6,485, Polygons: 6,372
Upper Oral Cavity (OralCavity_U): Vertices: 12,113, Polygons: 12,006
Pupils: Vertices: 2,562, Polygons: 2,496
Sclerae: Vertices: 1,028, Polygons: 1,088
Tears: Vertices: 628, Polygons: 624
Tongue: Vertices: 6,058, Polygons: 6,056
Lower Teeth (Tooth_D): Vertices: 22,430, Polygons: 22,032
Upper Teeth (Tooth_U): Vertices: 34,424, Polygons: 33,928
Total: Vertices: 132,956, Polygons: 131,824
Animations
Unlooped look-around animation at 30 fps, frame range 1-261
Unlooped eating animation at 30 fps, frame range 1-391
Looped walking animation at 30 fps, frame range 1-29
Looped trotting animation at 30 fps, frame range 1-17
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Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER β Root character controller, with customizable attributes:
DEF_jnt_Vis controls the visibility of skinned bones;
MCH_jnt_Vis controls the visibility of auxiliary bones;
Mesh_Type controls the mesh display mode.
CTR_crv_head β Head controller, with customizable attributes:
Follow_Target controls whether the head follows the parent controller;
RotateOrder controls the rotation order;
Sec_control_Vis controls the visibility of secondary controllers.
CTR_crv_L/R_mid_arm_attr β Arm attribute controllers, with customizable attributes:
Foot_Eversion controls foot eversion;
Foot_Inversion controls foot inversion;
Foot_Pivot controls foot pivoting;
Heel_Raise controls heel raising;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the legs;
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_upper_leg_attr β Leg attribute controllers, with customizable attributes:
Foot_Eversion controls foot eversion;
Foot_Inversion controls foot inversion;
Foot_Pivot controls foot pivoting;
Heel_Raise controls heel raising;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the legs;
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_neck_attr β Neck attribute controller, with customizable attributes:
Follow_Target controls whether the neck follows the parent controller;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_spine_attr β Spine attribute controller, with customizable attributes:
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_tail_attr β Tail attribute controller, with customizable attributes:
Follow_Target controls whether the tail follows the parent controller;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_tongue_attr β Tongue attribute controller, with customizable attributes:
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
Additionally, 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.
With maps, fur, rigging and 4 animations.
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