With maps, fur, rigging. no animation.
Quantity:
With maps, fur, rigging and 3 animations.
Quantity:
Introduction
This is a high-quality three-toed sloth character, including the model, textures, hair, rigging, and animations. All hair is created using XGen Interactive, delivering detailed and realistic effects. The materials are built with Arnold renderer to accurately replicate the appearance and texture of a real three-toed sloth. 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, claws, eyes, tears, upper and lower teeth.
Textures and Materials: There are 17 .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: 28,774, Polygons: 28,720
Eyes: Vertices: 3,049, Polygons: 2,976
Tears: Vertices: 528, Polygons: 528
Claws: Vertices: 1,812, Polygons: 1,728
Upper Teeth: Vertices: 4,786, Polygons: 4,608
Lower Teeth: Vertices: 4,680, Polygons: 4,528
Total: Vertices: 43,629, Polygons: 43,088
Animations
Unlooped eating animation at 30 fps, frame range 1-172
Unlooped look-around animation at 30 fps, frame range 1-180
Loopable walking animation at 30 fps, frame range 1-131
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER – Root controller of the character, with the following customizable attributes:
DEF_jnt_Vis – controls visibility of skinned bones
MCH_jnt_Vis – controls visibility of auxiliary bones
Subd_Mesh – controls model display mode
CTR_crv_gravity – Body controller (excluding the feet), with the following customizable attribute:
RotateOrder – controls rotation order
CTR_crv_FK_head – Head controller, with the following customizable attributes:
Head_Follow_Target – controls the target that the head follows
RotateOrder – controls rotation order
Stretch_Control_Vis – controls visibility of secondary stretch controllers
CTR_crv_IK_spine_B – Rear spine controller, with the following customizable attribute:
RotateOrder – controls rotation order
CTR_crv_IK_spine_F – Front spine controller, with the following customizable attribute:
RotateOrder – controls rotation order
CTR_crv_L/R_B_leg_attr – Leg attribute controllers, with the following customizable attributes:
Foot_Eversion – controls foot eversion
Foot_Inversion – controls foot inversion
Foot_Pivot – controls foot pivoting
Heel_Raise – controls heel raising
IK_FK – switches between IK/FK
IK_Stretch – controls IK stretch
PoleVector_Follow – pole vector following
RotateOrder – controls rotation order
Stretch_Control_Vis – controls visibility of secondary stretch controllers
Toes_Raise – controls toe raising
CTR_crv_L/R_F_arm_attr – Arm attribute controllers, with the following customizable attributes:
Foot_Eversion – controls claw eversion
Foot_Inversion – controls claw inversion
Foot_Pivot – controls claw pivoting
Heel_Raise – controls wrist raising
IK_FK – switches between IK/FK
IK_Stretch – controls IK stretch
PoleVector_Follow – pole vector following
RotateOrder – controls rotation order
Stretch_Control_Vis – controls visibility of secondary stretch controllers
Toes_Raise – controls toe raising
CTR_crv_neck_attr – Neck attribute controller, with the following customizable attributes:
Follow_Target – controls followed target
IK_FK – switches between IK/FK
IK_Stretch – controls IK stretch
Stretch_Control_Vis – controls visibility of secondary stretch controllers
CTR_crv_spine_attr – Spine attribute controller, with the following customizable attributes:
IK_FK – switches between IK/FK
IK_Stretch – controls IK stretch
Stretch_Control_Vis – controls visibility of secondary stretch controllers
In addition, the face and body come with more auxiliary controllers, as well as many others.
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.
These are high-quality reindeer models with multiple 4K maps, rigging, animation, fur, and sculpting in part. And they are made by Blender and Cycles renderer at real-world scale. The body maps and fu...
UE Overview This is a high-quality scarlet macaw model with multiple 4K maps, hair cards, rigging and 4 realistic animations. The detailed rigging allows you to control each piece of feather and fine...
This is a high-quality delphinus delphis model with maps, rigging and animations. All textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bo...
This is a high-quality reindeer model with multiple 4K maps, rigging, animation, fur, and sculpting in part, made with Blender and Cycles renderer at real-world scale. The body maps and fur maps are m...
Introduction This is a male mandarin duck model with textures, fur, rigging and animations. It's made with Blender and Cycles renderer at real-world scale. It consists of body, head, sclerae, pupils...
Reviews
There are no reviews yet.
Only logged in customers who have purchased this product may leave a review.