With maps, fur, rigging and two animations.
Introduction
This is a high-quality red fox model with maps, fur, rigging and two animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, paws, eyelid 01, eyelid 02, eyes, tongue and teeth.
Textures and materials: There are 14 .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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 101,498; polygons 101,496
Paws: vertices 3,120; polygons 3,054
Eyelid 01: vertices 452; polygons 448
Eyelid 02: vertices 1,356; polygons 1,344
Eyes: vertices 2,184; polygons 2,240
Tongue: vertices 2,714; polygons 2,712
Teeth: vertices 18,271; polygons 18,046
Total: vertices 129,595; polygons 129,340
Animations
Loopable trotting animation at 30 fps, frame range 1-141
Unlooped walking animation at 30 fps, frame range 1-140
Unlooped Run animation at 30 fps, frame range 1-13
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_Root: Controls the entire model;
CTR_crv_M_torse: Controls the movement of the whole body (excluding the paws);
CTR_crv_F_torse, CTR_crv_B_torse: Control the body pivoting on the shoulders and hips;
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine, CTR_crv_B_spine_ro: Control the front, rear, and middle of the spine;
CTR_crv_B_spine: Comes with customized attributes:
IK_FK switches between the IK/FK of the spine;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of this controller.
CTR_crv_F_spine: Comes with a customized attribute:
"Follow Neck" controls the strength of the neck following the rotation.
CTR_crv_M_belly: Controls the belly;
CTR_crv_neck_root: Root controller for the neck;
CTR_crv_neck_attr: Neck attribute controller, with customized attributes:
IK_FK switches between IK/FK for the tail;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary neck stretch controllers.
CTR_crv_hip: Controls the hips;
CTR_crv_tail_attr: Tail attribute controller, with customized attributes:
Tail_IK_FK switches between the IK/FK for the tail;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the tail;
"Follow Target" controls the tail following.
CTR_crv_FK_tail_ro: FK rotation controller for the tail;
CTR_crv_head: Head controller with customized attributes:
Sec_Control_Vis controls the visibility of secondary stretch controllers;
"Follow Head" controls whether the head follows neck movement;
Rotate_Order controls the rotation order of this controller.
CTR_crv_D_jaw: Controller for opening the mouth;
CTR_crv_NoseBridge_a, CTR_crv_NoseBridge_b, CTR_crv_U_jaw: Control the nose bridge and upper jaw;
CTR_crv_tongue: Root controller for the tongue with customized attributes:
Tongue_IK_FK switches between IK/FK for the tongue;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the tongue.
CTR_crv_eye: Eye controller;
CTR_crv_L/R_blink: Preset controllers for opening and closing the eyes;
CTR_crv_preset_L/R_eyebrow_a/b: Preset controllers for eyebrow expressions;
CTR_crv_preset_L/R_nose, CTR_crv_preset_L/R_mouth_a/b: Preset controllers for the nose and lips;
CTR_crv_L/R_F_shoulder, CTR_crv_L/R_B_hip: FK root controllers for the shoulders and hips, respectively;
CTR_crv_L/R_F/B_foot: Controllers for all four legs, with customized attributes:
IK_FK switches between IK/FK for the legs;
"IK Stretch" controls the IK stretching;
Pole_Vector_Follow controls whether the pole vector controller follows foot movement;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of the foot controller.
CTR_crv_L/R_F/B_foot_poll: Controllers for all four feet, which controls the raising of heel, raising of toe, foot eversion, foot inversion, foot pivoting, and toes abduction;
CTR_crv_L/R_F/B_toe_motion: Preset controllers for the toes;
Additionally, there are more facial controllers along with other body controllers.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Tags
fox, redfox, canidae, cute, animal, red, fur, Cycles, walk, trot, run, Maya, XGen, interactive spline, Arnold
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive 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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