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Realistic Female Moose 3D Model for Maya – XGen Fur, Rigged with 5 Animations

Rigging

With maps, fur, rigging. no animation.

$280

Quantity: 

Animations

With maps, fur, rigging and 5 animations.

$530

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
40,223
Vertices
40,256
Textures
Materials

Introduction

This is a high-quality female moose character, including the model, textures, hair, rigging, and animation. The hair is created in XGen interactive with enough details, and all materials are built with Arnold renderer for realistically replicating the appearance and texture of a real mellivora. 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 5 realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation scenarios.

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Features

Model Details: The model consists of the body, Sclera, oral cavity, pupils, lacrimal glands, lacrimal sacs, 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. 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: 26,135, Polygons: 26,098
Lacrimal Gland: Vertices: 468, Polygons: 464
Oral Cavity: Vertices: 9,418, Polygons: 9,328
Sclera: Vertices: 1,156, Polygons: 1,216
Pupils: Vertices: 1,028, Polygons: 1,088
Lacrimal Sac: Vertices: 516, Polygons: 512
Tongue: Vertices: 1,535, Polygons: 1,517

Total: Vertices: 40,256, Polygons: 40,223

Animations

Unlooped eating-01 animation at 30 fps, frame range 1-281
Unlooped eating-02 animation at 30 fps, frame range 1-181
Unlooped look-around animation at 30 fps, frame range 1-141
Loopable walking animation at 30 fps, frame range 1-341
Loopable trotting animation at 30 fps, frame range 1-25

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Rigging


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

CTR_crv_MASTER – Root controller of the character.
Customizable attributes:
DEF_jnt_Vis – Controls visibility of the skin bones.
MCH_jnt_Vis – Controls visibility of the auxiliary (mechanical) bones.
Mesh_Type – Controls the display mode of the model.

CTR_crv_gravity – Body controller (excluding the feet).
Customizable attribute:
RotateOrder – Controls the rotation order.

CTR_crv_head – Head controller.
Customizable attributes:
Head_Follow_Target – Controls the followed target for the head.
RotateOrder – Controls the rotation order.
Sec_control_Vis – Controls visibility of secondary controllers.

CTR_crv_IK_spine_B – Rear spine controller.
Customizable attribute:
RotateOrder – Controls the rotation order.

CTR_crv_IK_spine_F – Front spine controller.
Customizable attribute:
RotateOrder – Controls the rotation order.

CTR_crv_L/R_B_leg_attr – Leg attribute controller.
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 stretch.
PoleVector_Follow – Controls pole vector following.
RotateOrder – Controls rotation order.
Stretch_Control_Vis – Controls visibility of secondary stretch controllers.
Toes_Raise – Controls toe raising.
Toes_Spread – Controls toe abduction and adduction.

CTR_crv_L/R_F_arm_attr – Arm attribute controller.
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 stretch.
PoleVector_Follow – Controls pole vector following.
RotateOrder – Controls rotation order.
Stretch_Control_Vis – Controls visibility of secondary stretch controllers.
Toes_Raise – Controls toe raising.
Toes_Spread – Controls toe abduction and adduction.

CTR_crv_neck_attr – Neck attribute controller.
Customizable attributes:
Follow_Target – Controls the followed target.
IK_FK – Switches between IK and FK.
IK_Neck_D_Follow_Target – Controls the followed target for the IK neck root.
IK_Stretch – Controls IK stretch.
Neck_D_Fall_Off – Controls the falloff of the IK neck root following.
Stretch_Control_Vis – Controls visibility of secondary stretch controllers.

CTR_crv_spine_attr – Spine attribute controller.
Customizable attributes:
IK_FK – Switches between IK and FK.
IK_Stretch – Controls IK stretch.
Stretch_Control_Vis – Controls 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_lip_corner_expr – Lip corner controller.
CTR_crv_L/R_lower_lip_protrusion_expr – Lower lip protrusion controller.
CTR_crv_L/R_nasal_breathing_expr – Nasal breathing controller.
CTR_crv_L/R_tightening_blink_expr – Orbicularis oculi (eye tightening) controller.
CTR_crv_L/R_twitching_eyelid_expr – Eyelid twitch controller.
CTR_crv_L/R_U_lip_center_expr – Upper lip side-center controller.

Additionally, the face and body come with many auxiliary controllers and more features.

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.

$280
Choose License:

Animations

With maps, fur, rigging and 5 animations.

$530
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
40,223
Vertices
40,256
Textures
Materials
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