With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 3 animations.
Quantity:
Introduction
This is a high-quality American Black Bear character asset. The project includes the model, textures, fur, rig, and animation. All fur is created using the XGen Interactive Grooming system, presenting fine and detailed fur results. The character materials are built with the Arnold renderer, faithfully reproducing realistic surface quality. The rig is constructed based on real skeletal proportions, allowing animations to better follow natural movement patterns. The scene provides a complete rigged project and three 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, claws, LacrimalGland01, LacrimalGland02, nose, pupil, sclera, and teeth.
Textures and Materials: There are 9 .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
Body: Vertices: 55,100, Polygons: 55,088
claws: Vertices: 9,240, Polygons: 9,040
LacrimalGland01: Vertices: 388, Polygons: 384
LacrimalGland02: Vertices: 784, Polygons: 704
Nose: Vertices: 63,953, Polygons: 63,744
Pupil: Vertices: 1,796, Polygons: 1,732
Sclera: Vertices: 1,252, Polygons: 1,248
Tooth: Vertices: 8,332, Polygons: 7,982
Total: Vertices: 140,845, Polygons: 139,922
Animations
Unlooped Forage animation at 30 fps, frame range 1-331
Looped Run animation at 30 fps, frame range 1-14
Looped Walk animation at 30 fps, frame range 1-41
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Rigging
It features highly refined controllers, making posing and animation more convenient. The functions are as follows:
CTR_crv_MASTER is the character master controller.
It includes the custom attributes DEF_jnt_Vis, MCH_jnt_Vis, and Mesh_Type,
which control the visibility of deformation (skinning) joints, auxiliary joints,
and the model display mode.
CTR_crv_gravity is the body controller (excluding the feet).
It includes the custom attribute RotateOrder,
which controls the rotation order.
CTR_crv_Head is the head controller.
It includes the custom attributes Head_Follow_Target, RotateOrder, and Sec_control_Vis,
which control the head follow target, rotation order,
and the visibility of secondary controllers.
CTR_crv_IK_spine_B is the back spine controller.
It includes the custom attribute RotateOrder,
which controls the rotation order.
CTR_crv_IK_spine_F is the front spine controller.
It includes the custom attribute RotateOrder,
which controls the rotation order.
CTR_crv_L/R_B_leg_attr are the back leg attribute controllers.
They include the custom attributes Foot_Eversion, Foot_Inversion, Foot_Pivot, Foot_Squash,
Heel_Raise, IK_FK, IK_Stretch, PoleVector_Follow, RotateOrder, Stretch_Control_Vis,
Toes_Curl, Toes_Raise, and Toes_Spread,
which control foot eversion, foot inversion, foot pivot rotation, foot squash,
heel lift, IK/FK switching, IK stretching, pole vector following, rotation order,
secondary stretch controller visibility, toe curl, toe lift,
and toe spread.
CTR_crv_L/R_F_arm_attr are the front leg attribute controllers.
They include the custom attributes Foot_Eversion, Foot_Inversion, Foot_Pivot, Foot_Squash,
Heel_Raise, IK_FK, IK_Stretch, PoleVector_Follow, RotateOrder, Stretch_Control_Vis,
Toes_Curl, Toes_Raise, and Toes_Spread,
which control foot eversion, foot inversion, foot pivot rotation, foot squash,
heel lift, IK/FK switching, IK stretching, pole vector following, rotation order,
secondary stretch controller visibility, toe curl, toe lift,
and toe spread.
CTR_crv_M_neck_attr is the neck attribute controller.
It includes the custom attributes Follow_Target, IK_FK, IK_Neck_D_Follow_Target,
IK_Stretch, Neck_D_Fall_Off, Sec_control_Vis, and Stretch_Control_Vis,
which control target following, IK/FK switching, IK_Neck_D_Follow_Target behavior,
IK stretching, falloff of the lower neck following, visibility of secondary controllers,
and secondary stretch controller visibility.
CTR_crv_M_tongue_attr is the tongue attribute controller.
It includes the custom attributes IK_FK, IK_Stretch, and Stretch_Control_Vis,
which control IK/FK switching, IK stretching,
and secondary stretch controller visibility.
CTR_crv_spine_attr is the spine attribute controller.
It includes the custom attributes IK_FK, IK_Stretch, Sec_control_Vis, and Stretch_Control_Vis,
which control IK/FK switching, IK stretching, visibility of secondary controllers,
and secondary stretch controller visibility.
CTR_crv_L/R_eye_blink_expr are the blink controllers.
CTR_crv_L/R_eyebrow_center_expr are the brow center controllers.
CTR_crv_L/R_lip_corner_expr are the lip corner controllers.
CTR_crv_L/R_lip_U_expr are the upper lip center controllers.
CTR_crv_L/R_tightening_blink_expr are the orbicularis oculi (eye tightening) controllers.
CTR_crv_L/R_twitching_eyelid_expr are the eyelid twitch controllers.
CTR_crv_L/R_U_lip_center_expr are the upper lip side-center controllers.
CTR_crv_lip_U_expr are the upper lip middle controllers.
CTR_crv_llip_D_protrusion_expr are the lower lip protrusion controllers.
In addition, the face and body include many 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 3 animations.
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