With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 5 animations.
Quantity:
Introduction
This is a high-quality silverback gorilla character, including the model, textures, hair, rigging, and animations. The hair is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer to realistically replicate the appearance and texture of a real silverback gorilla. 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 5 standard walking and running animations. This character was created at real-world scale using the latest version of Maya 2026, suitable for film, animation, and high-precision character presentation scenarios.
Features
Model Details: The model consists of the body, lens, pupils, upper teeth, lower teeth and oral cavity.
Textures and Materials: There are 29 .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: 36,759, Polygons: 36,634
Lens: Vertices: 964, Polygons: 1,024
Pupils: Vertices: 964, Polygons: 1,024
Upper teeth: Vertices: 8,720, Polygons: 8,688
Lower teeth: Vertices: 8,016, Polygons: 7,984
Oral cavity: Vertices: 6,085, Polygons: 5,980
Total: Vertices: 61,508, Polygons: 61,334
Animations
Unlooped chest-beating animation at 30 fps, frame range 1-241
Unlooped look-around animation at 30 fps, frame range 1-280
Loopable "Run01" animation at 30 fps, frame range 1-14
Unlooped "Run02" animation at 30 fps, frame range 1-154
Loopable walking animation at 30 fps, frame range 1-126
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model, it comes with customized attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), "MCH_Jnt_Vis" (Mechanism Joint Visibility), and "Subd_Mesh" (Subdivision Mesh visibility).
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_Spine_attr: Spine attribute controller with customized attributes:
"IK_FK: Controls IK/FK switch of the spine;
"IK_Stretch: Controls IK stretch limit;
"Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
CTR_crv_belly_01: Belly breathing controller.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK: Controls IK/FK switch of the neck;
"IK_Stretch: Controls IK stretch limit;
"Follow_Target: Controls whether the neck follows the front spine movement;
"Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
"Head_Follow_Target: Controls whether the head follows neck movement;
"Rotate_Order: Controls the rotation order of head controllers;
"Sec_Control_Vis: Controls the visibility of facial secondary controllers.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_L/R_tightening_blink / CTR_crv_L_twitching_eyelid: Control the contraction of the upper and lower orbicularis oculi muscles.
CTR_crv_L/R_eyebrow_center_move: Eyebrow center controllers.
CTR_crv_L/R_eyebrow_corner_move: Eyebrow corner controllers.
CTR_crv_L/R_U_lip_corner_move: Lip corner controllers.
CTR_crv_L/R_lip_U_center: Left/right upper lip controllers.
CTR_crv_L_U_lip_move: Front upper lip controller with customized attribute:
"Upper_Lip_Lift": Controls the upper lip lift motion.
CTR_crv_L_philtrum_cheek_out: Controls the bulging of the region between the nose and the upper lip.
CTR_crv_L_lower_lip_protrusion: Front lower lip controller.
CTR_crv_L_lower_lip_bulged: Controls the bulging of the area between the lower lip and the chin.
CTR_crv_L_nasal_breathing: Nostril breathing controller.
CTR_crv_L_nose_wrinkles: Nasal wing muscle controller.
CTR_crv_L/R_F/B_arm/leg_attr: Leg attribute controllers with customized attributes:
"IK_FK": Controls IK/FK switch of the legs;
"IK_Stretch": Controls IK stretch limit;
"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 foot controllers;
"Heel_Raise": Controls heel raising;
"Toes_Raise": Controls toe raising;
"Foot_eversion": Controls foot eversion;
"Foot_Inversion": Controls foot invension;
"Foot_Pivot": Controls foot pivoting;
"Toes_Spread": Controls abduction and adduction of toes;
"Toes_Curl": Controls toe bending;
"FK_arm_Follow_Target": Controls whether the FK arm follows the rotation of the target.
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 2026. Maya 2026 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.
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