With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 4 animations.
Quantity:
Introduction
This is a high-quality warthog 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 4 realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation scenarios.
Features
Model Details: The model consists of the body, lacrimal glands, upper oral cavity, lower oral cavity, pupils, sclerae, lacrimal caruncles, upper teeth, lower teeth, tongue, Stone01, Stone02, Stone03, big tusks, and small tusks.
Textures and Materials: There are 24 .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: 30,528, Polygons: 30,492
Lacrimal Gland: Vertices: 780, Polygons: 776
Upper Oral Cavity: Vertices: 12,639, Polygons: 12,532
Lower Oral Cavity: Vertices: 6,681, Polygons: 6,567
Pupils: Vertices: 2,404, Polygons: 2,432
Sclerae: Vertices: 1,572, Polygons: 1,600
Lacrimal Caruncles: Vertices: 1,316, Polygons: 1,312
Upper Teeth: Vertices: 34,424, Polygons: 33,928
Lower Teeth: Vertices: 17,782, Polygons: 17,448
Tongue: Vertices: 6,058, Polygons: 6,056
Big Tusks: Vertices: 5,636, Polygons: 5,632
Small Tusks: Vertices: 1,156, Polygons: 1,152
Stone01: Vertices: 1,560,000, Polygons: 1,440,000
Stone02: Vertices: 129,688, Polygons: 119,712
Stone03: Vertices: 78,000, Polygons: 72,000
Total: Vertices: 1,888,664, Polygons: 1,751,639
Animations
Unlooped eating animation at 30 fps, frame range 1-241
Unlooped look-around animation at 30 fps, frame range 1-292
Loopable trotting animation at 30 fps, frame range 1-241
Loopable walking animation at 30 fps, frame range 1-218
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER is the overall root controller of the character.
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 modes.
CTR_crv_gravity is the body controller (excluding the legs).
Customizable attribute:
RotateOrder controls the rotation order.
CTR_crv_head is the head controller.
Customizable attributes:
Head_Follow_Target controls whether the head follows the target;
RotateOrder controls the rotation order;
Sec_control_Vis controls the visibility of secondary controllers.
CTR_crv_IK_spine_B is the posterior spine controller.
Customizable attribute:
RotateOrder to control the rotation order.
CTR_crv_IK_spine_F is the anterior spine controller.
Customizable attribute:
RotateOrder to control the rotation order.
CTR_crv_L/R_B_leg_attr is the hind 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 controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the foot;
RotateOrder controls rotation order;
Stretch_Control_Vis controls the visibility of secondary stretch controller;
Toes_Raise controls toe raising;
Toes_Spread controls toe abduction and adduction.
CTR_crv_L/R_F_arm_attr is the front 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 controls IK/FK switching;
IK_Stretch controls IK stretch;
PoleVector_Follow controls whether the pole vector follows the foot;
RotateOrder controls rotation order;
Stretch_Control_Vis controls the visibility of secondary stretch controller;
Toes_Raise controls toe raising;
Toes_Spread controls toe abduction and adduction.
CTR_crv_neck_attr is the neck attribute controller.
Customizable attributes:
Follow_Target controls target to follow;
IK_FK controls IK/FK switching;
IK_Neck_D_Follow_Target;
IK_Stretch controls IK stretch;
Neck_D_Fall_Off controls neck bottom following falloff in IK mode;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_spine_attr is the spine attribute controller.
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 is the tail attribute controller.
Customizable attributes:
Follow_Target controls target to follow;
IK_FK controls IK/FK switching;
IK_Stretch controls IK stretch;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_L/R_eye_blink_expr are the eye blink controllers.
CTR_crv_L/R_tightening_blink_expr are the orbicularis oculi (eye tightening) controllers.
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 4 animations.
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