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Introduction
This is a high-quality white male lion with maps, fur, rigging and four realistic animations. The model has realistic muscle structures and 4K maps in UDIM format, and the hair system in Blender makes the fur extremely realistic. And a detailed facial expression controller is available. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, lacrimal glands and teeth.
Polygons
Body: vertices 54,172; polygons 53,936
Eyes: vertices 3,048; polygons 2,980
Lacrimal glands: vertices 1,356; polygons 1344
Teeth: vertices 17,512; polygons 17,016
Total: vertices 76,088; polygons 75,276
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0P3W00_White_Lion_FingernailTooth_SubsurfaceAmount.png, 4096* 4096
JW0P3W00_White_Lion_FingernailTooth_Specular.png, 4096* 4096
JW0P3W00_White_Lion_FingernailTooth_Roughness.png, 4096* 4096
JW0P3W00_White_Lion_FingernailTooth_Normal.png, 4096* 4096
JW0P3W00_White_Lion_FingernailTooth_BaseColor.png, 4096* 4096
JW0P3W00_White_Lion_Eye_Mask.png, 2048* 2048
JW0P3W00_White_Lion_Eye_BaseColor.png, 2048* 2048
JW0P3W00_White_Lion_Body_SubsurfaceAmount.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_SubsurfaceAmount.1001.png, 4096* 4096
JW0P3W00_White_Lion_Body_Specular.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_Specular.1001.png, 4096* 4096
JW0P3W00_White_Lion_Body_Roughness.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_Roughness.1001.png, 4096* 4096
JW0P3W00_White_Lion_Body_Normal.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_Normal.1001.png, 4096* 4096
JW0P3W00_White_Lion_Body_Mask.1002.jpg, 2048* 2048
JW0P3W00_White_Lion_Body_Mask.1001.jpg, 2048* 2048
JW0P3W00_White_Lion_Body_BaseColor.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_BaseColor.1001.png, 4096* 4096
JW0P3W00_White_Lion_Body_Hair_BaseColor.1002.png, 4096* 4096
JW0P3W00_White_Lion_Body_Hair_BaseColor.1001.png, 4096* 4096
Rigging
With fine controllers, the postures and animations are easier to create. The features are as follows:
Lion_Rig_grp_ctrl_2_2 and Lion_Rig_grp_ctrl_2 control the entire model.
CTR_torse_F, CTR_torse_M and CTR_torse_B control the front, middle and rear center of gravity of the body.
CTR_torse_B come with multiple customized attributes:
Head_follow controls whether the head follows;
Neck_follow controls whether the neck follows;
Tail_follow controls whether the tail follows;
Tail_IKFK controls the non-seamless IK/FK switch of the tail.
CTR_torse_F.001 is a controller of the center of gravity of the body with a customized location, you can change its location and rotate, the center of rotation is the controller.
CTR_IK_spine_F, CTR_IK_spine_M and CTR_IK_spine_B control the front, middle and hind spine.
CTR_FK_tail_d, CTR_FK_tail_e, CTR_FK_tail_f…… are FK controllers of the tail.
CTR_SplineIK_tail_d, CTR_SplineIK_tail_g, CTR_SplineIK_tail_j and CTR_SplineIK_tail_m are IK controllers of the tail.
CTR_FK_neck_a and CTR_FK_neck_b are FK controllers of the neck.
CTR_head and CTR_IK_neck_c are head controllers.
CTR_head_track uses its Location to control the direction when the head follows.
CTR_jaw controls the jaw.
CTR_eye, CTR_eye_S.L and CTR_eye_S.R control the movement of the eyes.
CTR_eye_S.L and CTR_eye_S.R control the dilation and miosis of the pupils.
CTR_Blink.L and CTR_Blink.R control the winking.
CTR_Eyebrow_Angry.L and CTR_Eyebrow_Angry.R are eyebrow controllers.
CTR_ShowTeeth02.L and CTR_ShowTeeth02.R control the movement of the corner of mouth.
CTR_ShowTeeth01.L and CTR_ShowTeeth01.R control the facial expression of showing teeth.
CTR_IKFK_B.L and CTR_IKFK_B.R are controllers of hind legs with customized attributes:
IK_FK controls the non-seamless IK/FK switch of the hind legs.
CTR_IKFK_F.L and CTR_IKFK_F.R are controllers of fore legs with customized attributes:
IK_ChainLength controls whether the ankle follows the rotation when the IK controller moves in IK mode;
IK_FK controls the non-seamless IK/FK switch of the fore legs.
CTR_IK_foot_root_F.L, CTR_IK_foot_root_F.R, CTR_IK_foot_root_B.L and CTR_IK_foot_root_B.R are IK controllers of the limbs.
CTR_IK_pad_F.L, CTR_IK_pad_F.R, CTR_IK_pad_B.L and CTR_IK_pad_B.R are detailed controllers of the toes, its Location-X controls the adduction and abduction of toes, Location-Z controls the squeeze of paw pads, and Location-Y controls whether the toes are holding tight or relaxed, Rotation-X controls the retraction and extension of fingernails.
CTR_IK_roll_foot_F.L, CTR_IK_roll_foot_F.R, CTR_IK_roll_foot_B.L and CTR_IK_roll_foot_B.R are controllers of limbs, and their Location controls the center of rotation of the feet.
With a detailed facial controller to create more facial expressions.
And more..
Animations
Unlooped lying animation at 30 fps, frame range 0-405
Unlooped watching animation at 30 fps, frame range 0-365
Loopable running animation at 30 fps, frame range 0-78
Unlooped walking animation at 30 fps, frame range 0-250
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden with Render enabled. You can display the fur by clicking the display button.
The hair dynamic is baked for the mane part, which can be used directly.
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