With maps, fur, rigging. no animation.
With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality winter red squirrel model with maps, fur, rigging and three animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, irises, sclerae, lacrimal glands, tongue, lower teeth and upper teeth.
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. 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 29,694; polygons 29,692
Irises: vertices 964; polygons 1,024
Sclerae: vertices 1,156; polygons 1,216
Lacrimal glands: vertices 792; polygons 768
Tongue: vertices 473; polygons 471
Lower teeth: vertices 2,092; polygons 2,008
Upper teeth: vertices 2,035; polygons 1,951
Total: vertices 37,206; polygons 37,130
Animations
Unlooped watching animation at 30 fps, frame range 1-210
Loopable running animation at 30 fps, frame range 1-9
Unlooped eating animation at 30 fps, frame range 1-210
Rigging
CTR_Root controls the entire model.
CTR_gravity controls the center of gravity. It comes with two customized attributes:
Neck_IKFK switches between IK/FK of the neck;
Taik_IKFK switches between IK/FK of the tail.
CTR_IK_spine_a controls the posterior spine.
CTR_IK_spine_b controls the middle spine.
CTR_IK_spine_c controls the anterior spine.
CTR_neck is the overall controller of the neck.
CTR_IK_neck_1, CTR_IK_neck_2... are IK controllers of the neck.
CTR_FK_neck_1, CTR_FK_neck_2... are FK controllers of the neck.
CTR_head controls the head.
CTR_eye controls the eyes. It comes with a customized attribute:
Blink controls the blinking animation.
CTR_jaw and CTR_chin are controllers of the jaw, controlling the openning and closing of the mouth.
CTR_tongue_a, CTR_tongue_b... are controllers of the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R... are controllers of the ear.
CTR_IK_Tail_1, CTR_IK_Tail_2, CTR_IK_Tail_3... are IK controllers of the tail.
CTR_tail_a, CTR_tail_b... are FK controllers of the tail.
CTR_Shoulders_F_R and CTR_Shoulders_F_L control the scapula.
CTR_Shoulders_B_R and CTR_Shoulders_B_L control the hip bone.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R and CTR_setting_leg_B_R switch between IK/FK of the feet.
CTR_Foot_f_R and CTR_Foot_f_L are IK controllers of the front legs.
CTR_Foot_b_R and CTR_Foot_b_L are IK controllers of the hind legs.
CTR_FK_Leg_B_L_1, CTR_FK_Leg_B_L_2, CTR_FK_Leg_B_R_1... are FK controllers of the hind legs.
CTR_FK_Leg_F_L_1, CTR_FK_Leg_F_L_2, CTR_FK_Leg_F_R_1... are FK controllers of the front legs.
CTR_IK_Ankle_F_1_L and CTR_IK_Ankle_F_1_R are load-bearing controllers of the front legs.
Additionally, the body comes 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 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive 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. no animation.
With maps, fur, rigging and 3 animations.
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