With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 7 animations.
Quantity:
Introduction
This is a high-quality male domestic pig character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic effects. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real domestic pig. 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 seven realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.
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Features
Model Details: The model consists of the body, eyelids, oral cavity, pupils, sclerae, teeth, tongue, and rock.
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.
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: 33,350, Polygons: 33,348
Eyelid: Vertices: 1,288, Polygons: 1,284
OralCavity_D: Vertices: 3,962, Polygons: 3,960
OralCavity_U: Vertices: 11,210, Polygons: 11,208
Pupil: Vertices: 2,020, Polygons: 2,048
Sclera: Vertices: 1,700, Polygons: 1,728
Tongue: Vertices: 486, Polygons: 484
Tooth_D: Vertices: 23,846, Polygons: 23,256
Tooth_U: Vertices: 20,808, Polygons: 20,280
Rock: Vertices: 22,260, Polygons: 42,400
Total: Vertices: 120,930, Polygons: 139,996
Animations
Unlooped eating animation at 30 fps, frame range 1-441
Unlooped look-around animation at 30 fps, frame range 1-371
Unlooped sniffing animation at 30 fps, frame range 1-401
Loopable walk-01 animation at 30 fps, frame range 1-29
Loopable walk-02 animation at 30 fps, frame range 1-19
Loopable running animation at 30 fps, frame range 1-11
Loopable trotting animation at 30 fps, frame range 1-21
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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 the main controller of the character, with the following customizable attributes:
DEF_jnt_Vis β controls the visibility of skinned bones
MCH_jnt_Vis β controls the visibility of auxiliary bones
Mesh_Type β controls the display mode of the model
CTR_crv_gravity β the body controller (excluding feet), with the following customizable attributes:
RotateOrder β controls the rotation order
CTR_crv_Head β the head controller, with the following customizable attributes:
Head_Follow_Target β controls the target that the head follows
RotateOrder β controls the rotation order
Sec_control_Vis β controls the visibility of secondary controllers
CTR_crv_IK_spine_B β the rear spine controller, with the following customizable attributes:
RotateOrder β controls the rotation order
CTR_crv_IK_spine_F β the front spine controller, with the following customizable attributes:
RotateOrder β controls the rotation order
CTR_crv_L/R_B_leg_attr β the leg attribute controller, with the following 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 stretching
PoleVector_Follow β controls pole vector following
RotateOrder β controls the rotation order
Stretch_Control_Vis β controls the 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 the arm attribute controller, with the following 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 stretching
PoleVector_Follow β controls pole vector following
RotateOrder β controls the rotation order
Stretch_Control_Vis β controls the visibility of secondary stretch controllers
Toes_Raise β controls toe raising
Toes_Spread β controls toe abduction and adduction
CTR_crv_neck_attr β the neck attribute controller, with the following customizable attributes:
Follow_Target β controls the followed target
IK_FK β switches between IK and FK
IK_Neck_D_FollowTarget
IK_Neck_D_Follow_Target
IK_Stretch β controls IK stretching
Sec_control_Vis β controls the visibility of secondary controllers
Stretch_Control_Vis β controls the visibility of secondary stretch controllers
CTR_crv_spine_attr β the spine attribute controller, with the following customizable attributes:
IK_FK β switches between IK and FK
IK_Stretch β controls IK stretching
Sec_control_Vis β controls the visibility of secondary controllers
Stretch_Control_Vis β controls the visibility of secondary stretch controllers
CTR_crv_L/R_eye_blink_expr β eye blink controller
CTR_crv_L/R_eyebrow_center_expr β eyebrow center controller
CTR_crv_L/R_eyebrow_corner_expr β eyebrow corner controller
CTR_crv_L/R_lip_corner_expr β lip corner controller
CTR_crv_L/R_sniff_expr β sniff controller
CTR_crv_L/R_tightening_blink_expr β orbicularis oculi controller
CTR_crv_L/R_twitching_eyelid_expr β eyelid twitch controller
In addition, 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 7 animations.
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