With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 2 animations.
Quantity:
Introduction
This is a high-quality struthio camelus character asset. The project includes the model, textures, hair, rigging, and animations. All hair is created using the XGen Interactive Grooming, presenting detailed hair effects. All materials are rendered with Arnold, achieving realistic material effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The project includes a complete rigging setup and 2 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, eyelids, eyes, and multiple sets of feathers.
Textures and Materials: There are 15 .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.
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: 8,705, Polygons: 8,651
Eyes (x2): Vertices: 872, Polygons: 888
Eyelids (x2): Vertices: 418, Polygons: 360
Multiple feather sets: Vertices: 88,200, Polygons: 58,800
Total: Vertices: 98,195, Polygons: 68,699
Animations
Loopable walking animation at 30 fps, frame range 1-47
Loopable running animation at 30 fps, frame range 1-100
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) and "MCH_Jnt_Vis" (Mechanism Joint Visibility).
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK": IK/FK switch of the neck;
"IK_Stretch": IK stretch limit;
"Follow_Target": Controls whether the neck follows the rotation of front pper spine;
"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 for head controllers;
"Sec_Control_Vis": Controls the visibility of facial secondary controllers.
CTR_crv_Eye_attr_L/R: Eye controllers, which controls eye blinking, third eyelids, and orbicularis oculi movement.
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_F/B_leg_attr: Leg attribute controllers with customized attributes:
"IK_FK": Controls IK/FK switch;
"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 inversion;
"Foot_Pivot": Controls foot pivoting;
"Toes_Spread": Controls the abduction and adduction of toes;
"Toes_Curl": Controls toe bending.
Additionally, the face and body have 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.
With maps, fur, rigging and 2 animations.
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