With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 1 animations.
Quantity:
Introduction
This is a high-quality giant anteater 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 giant anteater. 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 one walking animation. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation scenarios.
https://youtu.be/
Features
Model Details: The model consists of the body, eyes, pupils, and tongue.
Textures and Materials: There are 7 .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
Tongue: Vertices: 946, Polygons: 944
Pupil_R: Vertices: 482, Polygons: 512
Pupil_L: Vertices: 482, Polygons: 512
Eye_R: Vertices: 482, Polygons: 512
Eye_L: Vertices: 482, Polygons: 512
Body: Vertices: 5,465, Polygons: 5,448
Total: Vertices: 8,339, Polygons: 8,440
Animations
Loopable walking animation at 30 fps, frame range 1-241
https://youtu.be/
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER β Root controller of the character.
Customizable attributes:
DEF_jnt_Vis β Controls visibility of the skin bones.
MCH_jnt_Vis β Controls visibility of the auxiliary (mechanical) bones.
Mesh_Type β Controls the display mode of the model.
CTR_crv_gravity β Body controller (excluding the feet).
Customizable attribute:
RotateOrder β Controls the rotation order.
CTR_crv_head β Head controller.
Customizable attributes:
Head_Follow_Target β Controls the followed target for the head.
RotateOrder β Controls the rotation order.
Sec_control_Vis β Controls visibility of secondary controllers.
CTR_crv_IK_spine_B β Rear spine controller.
Customizable attribute:
RotateOrder β Controls the rotation order.
CTR_crv_IK_spine_F β Front spine controller.
Customizable attribute:
RotateOrder β Controls the rotation order.
CTR_crv_L/R_B_leg_attr β Leg attribute controller.
Customizable attributes:
Foot_Eversion β Controls foot eversion.
Foot_Inversion β Controls foot inversion.
Foot_Pivot β Controls foot pivoting.
Heel_Raise β Controls heel raising.
IK_FK β Switches between IK and FK.
IK_Stretch β Controls IK stretch.
PoleVector_Follow β Controls pole vector following.
RotateOrder β Controls rotation order.
Stretch_Control_Vis β Controls visibility of secondary stretch controllers.
Toes_Raise β Controls toe raising.
Toes_Spread β Controls toe abduction and adduction.
CTR_crv_L/R_F_arm_attr β Arm attribute controller.
Customizable attributes:
Foot_Eversion β Controls foot eversion.
Foot_Inversion β Controls foot inversion.
Foot_Pivot β Controls foot pivoting.
Heel_Raise β Controls heel raising.
IK_FK β Switches between IK and FK.
IK_Stretch β Controls IK stretch.
PoleVector_Follow β Controls pole vector following.
RotateOrder β Controls rotation order.
Stretch_Control_Vis β Controls visibility of secondary stretch controllers.
Toes_Raise β Controls finger/toe raising.
Toes_Spread β Controls finger/toe abduction and adduction.
CTR_crv_neck_attr β Neck attribute controller.
Customizable attributes:
Follow_Target β Controls the followed target.
IK_FK β Switches between IK and FK.
IK_Stretch β Controls IK stretch.
Stretch_Control_Vis β Controls visibility of secondary stretch controllers.
CTR_crv_spine_attr β Spine attribute controller.
Customizable attributes:
IK_FK β Switches between IK and FK.
IK_Stretch β Controls IK stretch.
Stretch_Control_Vis β Controls visibility of secondary stretch controllers.
CTR_crv_tail_attr β Tail controller.
Customizable attributes:
Follow_Target β Controls the followed target.
IK_FK β Switches between IK and FK.
IK_Stretch β Controls IK stretch.
Stretch_Control_Vis β Controls visibility of secondary stretch controllers.
CTR_crv_L/R_eye_blink_expr β Eye blink controller.
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 character asset has been converted to interactive grooming for 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.
In the animated project file, the tail hair systems have dynamics enabled by default. You can freely adjust the dynamic parameters as needed. By default, the hair dynamics are evaluated within the scene, but you also have the option to export external caches for use if preferred.
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 1 animations.
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