With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 1 animations.
Quantity:
Introduction
This is a high-quality sulcata tortoise character, the project includes model, textures, riging, and animation, the character material is built on the Arnold renderer, realistically replicating the character’s appearance and texture. The rigging is created with reference to real bones, making the animation in line with natural movements. .The scene provides a complete rigged project and one walking animation, this character is created with Maya 2024 at real-world scale, suitable for film, animation, and high-precision character visualization.
Features
Model Details: The model consists of the body, lacrimal glands, legs, pupils, sclerae, tongue, and shell.
Textures and Materials: Includes 43 texture maps, all generated as .TX image files supporting Arnold, using multiple 4K resolution texture maps and UDIMs to ensure the highest level of detail and quality; the character material are reproduced with realistic effects using the Arnold renderer.
Meshes
Body: Vertices: 185,126, Polygons: 184,820
Lacrimal glands: Vertices: 1,132, Polygons: 1,104
Legs: Vertices: 24,141, Polygons: 24,092
Pupils: Vertices: 964, Polygons: 1,024
Sclerae: Vertices: 964, Polygons: 1,024
Tongue: Vertices: 298, Polygons: 296
Shell: Vertices: 23,272, Polygons: 23,272
Total: Vertices: 235,897, Polygons: 235,632
Animations
Loopable walking animation at 30 fps, frame range 1-46
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model, with customizable attributes: "DEF_Jnt_Vis" (Deformation Joint Visibility), "MCH_Jnt_Vis" (Mechanism Joint Visibility), and "Subd_Mesh" (Subdivision Mesh visibility).
CTR_crv_gravity_F/M/B: Control the body (excluding feet), different axis of rotation.
CTR_crv_head: Head controller with customizable attributes:
"Neck_Follow_Target": Controls whether the neck follows the front spine movement;
"Head_Follow_Target": Controls whether the head follows the neck movement;
"Rotate_Order": Controls the rotation order of head controllers.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_L/R_eyelid_U/D: Control the contraction of the upper and lower orbicularis oculi.
CTR_crv_L/R_upper_arm_attr、CTR_crv_L/R_B_upper_leg_attr: Leg attribute controllers, with customizable attributes:
"IK_FK": Controls IK/FK switch of 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 foot controllers' rotation order.
CTR_crv_IK_roll_L/R_F/B_foot : Adjust the position of the controller as the axis point of foot rotation.
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
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 1 animations.
There is a Blender project and an OBJ file without rigging or animation.
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