With maps, feather, rigging. no animation.
Quantity:
With maps, feather, rigging and 3 animations.
Quantity:
Introduction
This is a high-quality red hen character, featuring the model, textures, feather cards, rigging, and animations. All feathers are arranged based on real-life references, with the body feathers created using feather cards. All materials are rendered with Arnold renderer to achieve realistic effects. The rigging is equipped with pre-set wing-folding controllers, making the animations more in line with natural movement. The project provides the rigging and 3 realistic animations. The model is created with Maya 2024 at real-world scale.
Features
Model Details: The model consists of the body, claws, lacrimal glands, pupils, sclerae, third eyelids, tongue, and multiple sets of feathers.
Textures and Materials: There are 61 .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.
Meshes
Body: Vertices: 15,757, Polygons: 15,728
Claws: Vertices: 1,064, Polygons: 992
Lacrimal glands: Vertices: 2,634, Polygons: 2,528
Pupils: Vertices: 1,348, Polygons: 1,408
Sclerae: Vertices: 964, Polygons: 1,024
Third eyelids: Vertices: 1,028, Polygons: 1,088
Tongue: Vertices: 246, Polygons: 236
Feather sets: Vertices: 348,928, Polygons: 214,810
Total: Vertices: 371,969, Polygons: 237,814
Animations
Unlooped walking animation at 30 fps, frame range 1-431
Unlooped look-around animation at 30 fps, frame range 1-401
Unlooped pecking animation at 30 fps, frame range 1-301
Rigging
CTR_crv_MASTER: Controls the entire model.
CTR_crv_gravity: Controls the movements of the entire body (excluding the feet).
CTR_crv_neck_attr: Attribute controller for the neck, with customized attributes:
"IK_FK" switches between IK/FK for the neck;
"IK_Stretch" controls the IK stretch limits;
"Follow_Target" controls whether the neck follows the rotation of the neck root;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Sec_Control_Vis" controls the visibility of secondary controllers.
CTR_crv_head: Head controller with customized attributes:
"Head_Follow_Target" controls whether the head follows the neck movement;
"Rotate_Order" controls the rotation order for the head controllers;
"Sec_Control_Vis" controls visibility of secondary facial stretch controllers.
CTR_crv_L/R_wing_fold: Wing folding controllers.
CTR_crv_L/R_wing_feaT_attr: Wing attribute controllers with customized attributes:
"Wing_Follow" controls whether the wings follow body movement;
"Feathers_Follow" controls whether feathers follow wing movement;
"Shoulder_Feathers_Ctr_Vis" controls the visibility of shoulder feather controllers;
"Feathers_A_Ctr_Vis" controls the visibility of feather layer A root controllers;
"Feathers_B_Ctr_Vis" controls the visibility of feather layer B root controllers;
"Feathers_C_Ctr_Vis" controls the visibility of feather layer C root controllers;
"Wing_Sec_Ctr_Vis" controls the visibility of wing feather secondary controllers;
"Feathers_A_Sec_Ctr_Vis" controls the visibility of feather layer A secondary controllers;
"Feathers_B_Sec_Ctr_Vis" controls the visibility of feather layer B secondary controllers;
"Feathers_C_Sec_Ctr_Vis" controls the visibility of feather layer C secondary controllers;
"Shoulder_Feathers_Sec_Ctr_Vis" controls the visibility of shoulder feather secondary controllers;
"Wing_Feathers_Ctr_Vis" controls the visibility of wing feather secondary controllers.
CTR_crv_L/R_wing_FeaT_rot_O/M/I: Overall rotation controller for wing feathers.
CTR_crv_L/R_wing_FeaT_rot_O/M/I_curl: Overall bending controller for wing feathers.
CTR_crv_L/R_leg_attr: Leg attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the legs;
"IK_Stretch" controls the IK stretch limits;
"Pole_Vector_Follow" controls whether the pole vector follows foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order of the foot controllers;
"Heel_Raise" controls the heel raising;
"Toes_Raise" controls the toe raising;
"Foot_eversion" controls the foot eversion;
"Foot_Inversion" controls the foot inversion;
"Foot_Pivot" controls the foot pivoting;
"Toes_Spread" controls the toe adduction and abduction;
"Toes_Curl" controls the toe bending;
"Toenail_Curl" controls the toenail curling;
"Toe_D_Follow_Target" controls whether the hallux toe follows foot movement.
...
In addition, there are controllers for each layer of feathers on the wings and tail feathers, as well as other detail 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. Maya 2024 or above is recommended for compatibility.
Caveats
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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