With maps, fur, rigging. no animation.
With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality male mule deer 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, eyes, Horns and tongue.
Textures and materials: There are 12 .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 33,282; polygons 33,215
Eyes: vertices 1,926; polygons 2,006
Horns: vertices 201,044; polygons 201,040
Tongue: vertices 1,346; polygons 1,344
Total: vertices 237,598; polygons 237,605
Animations
Loopable running animation at 30 fps, frame range 1-14
Unlooped walking animation at 30 fps, frame range 1-220
Loopable trotting animation at 30 fps, frame range 1-19
Rigging
CTR_Root controls the entire model.
CTR_gravity controls the center of gravity. It comes with a customized attribute:
Neck_IK_FK switches between IK/FK of the neck.
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_belly controls the abdomen.
CTR_neck is the overall controller of the neck.
CTR_IK_neck_a, CTR_IK_neck_b... is the IK controller of the neck.
CTR_FK_neck_a, CTR_FK_neck_b... is the FK controller of the neck.
CTR_IK_head controls the head.
CTR_eye controls the eyes.
CTR_jaw and CTR_chin control the jaw and the opening and closing of the mouth.
CTR_FK_tongue_a, CTR_FK_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 ears.
CTR_tail_a, CTR_tail_b... are controllers of the tail.
CTR_Shoulders_F_L and CTR_Shoulders_F_R are controllers of the scapula.
CTR_Shoulders_B_R and CTR_Shoulders_B_R are controllers of the hip bone.
CTR_leg_f_R and CTR_leg_f_L are IK controllers of the front legs.
CTR_leg_B_R and CTR_leg_B_L are IK controllers of the hind legs.
CTR_FK_hip_B_L, CTR_FK_thigh_B_L, CTR_FK_shin_B_L... are FK controllers of the legs.
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_ankle_b_F_L and CTR_ankle_b_F_R load-bearing controllers of the front legs.
CTR_IK_shin_B_R and CTR_IK_shin_B_L load-bearing controllers of the hind 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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