With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 3 animations.
Quantity:
Introduction
This is a high-quality red panda character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic fur. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real red panda. 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 three realistic animations. This character was created at real-world scale using Maya 2024, suitable for film, animation, and high-precision character presentation.
Features
Model Details: The model consists of the body, eyes, lacrimal glands, and oral cavity.
Textures and Materials: There are 23 .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: 38,249, Polygons: 37,762
Eyes: Vertices: 1,894, Polygons: 1,920
Lacrimal glands: Vertices: 784, Polygons: 704
Oral cavity: Vertices: 31,093, Polygons: 30,606
Total: Vertices: 72,020, Polygons: 70,992
Animations
Unlooped playing animation at 30 fps, frame range 1-251
Loopable walking animation at 30 fps, frame range 1-241
Loopable trotting animation at 30 fps, frame range 1-92
Rigging
With highly detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER – Root controller, with customized attributes:
DEF_jnt_Vis – controls the display of skinned bones
MCH_jnt_Vis – controls the display of auxiliary bones
Mesh_Type – controls the display mode of the model
CTR_crv_gravity – Body controller (excluding feet), with customized attribute:
RotateOrder – controls the rotation order
CTR_crv_head – Head controller, with customized attributes:
Head_Follow_Target – controls the target that the head follows
RotateOrder – controls the rotation order
Sec_control_Vis – controls the visibility of secondary controllers
CTR_crv_IK_spine_B – Rear spine controller, with customized attribute:
RotateOrder – controls the rotation order
CTR_crv_IK_spine_F – Front spine controller, with customized attribute:
RotateOrder – controls the rotation order
CTR_crv_L/R_B_leg_attr – Leg attribute controllers, with customized attributes:
Foot_Eversion – foot eversion
Foot_Inversion – foot inversion
Foot_Pivot – foot pivoting
Heel_Raise – heel raising
IK_FK – IK/FK switching
IK_Stretch – IK stretching
PoleVector_Follow – pole vector following
RotateOrder – rotation order
Stretch_Control_Vis – secondary stretch controller visibility
Toes_Curl – toes bending
Toes_Raise – toes raising
Toes_Spread – toes abduction and adduction
CTR_crv_L/R_F_arm_attr – Arm attribute controllers, with customized attributes:
Foot_Eversion – foot eversion
Foot_Inversion – foot inversion
Foot_Pivot – foot pivoting
Heel_Raise – heel raising
IK_FK – IK/FK switching
IK_Stretch – IK stretching
PoleVector_Follow – pole vector following
RotateOrder – rotation order
Stretch_Control_Vis – secondary stretch controller visibility
Toes_Curl – toes bending
Toes_Raise – toes raising
Toes_Spread – toes abduction and adduction
CTR_crv_neck_attr – Neck attribute controller, with customized attributes:
Follow_Target – followed target
IK_FK – IK/FK switching
IK_Stretch – IK stretching
Sec_control_Vis – secondary controller visibility
Stretch_Control_Vis – secondary stretch controller visibility
CTR_crv_spine_attr – Spine attribute controller, with customized attributes:
IK_FK – IK/FK switching
IK_Stretch – IK stretching
Stretch_Control_Vis – secondary stretch controller visibility
abdomen_Sec_Vis
abdomen_str_Vis
CTR_crv_tail_attr – Tail controller, with customized attributes:
Follow_Target – followed target
IK_FK – IK/FK switching
IK_Stretch – IK stretching
Stretch_Control_Vis – secondary stretch controller visibility
CTR_crv_tongue_attr – Tongue controller, with customized attributes:
IK_FK – IK/FK switching
IK_Stretch – IK stretching
Sec_control_Vis – secondary controller visibility
Stretch_Control_Vis – secondary stretch controller visibility
CTR_crv_L/R_eyebrow_center_expr – Eyebrow center controller
CTR_crv_L/R_eyebrow_corner_expr – Eyebrow corner controller
CTR_crv_L/R_lip_corner_expr – Lip corner controller
CTR_crv_L/R_sniff_expr – Sniff controller
CTR_crv_L/R_tightening_blink_expr – Orbicularis oculi (eye muscle) controller
CTR_crv_L/R_twitching_eyelid_expr – Eyelid twitching controller
CTR_crv_L/R_U_lip_center_expr – Upper lip side middle controller
CTR_crv_L/R_U_lip_expr – Upper lip middle 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 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 3 animations.
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