With maps, fur, rigging and 6 animations.
Introduction
This is a high-quality akita dog model with maps, fur, rigging and six 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, lower teeth, upper teeth, and nails.
Textures and materials: There are 21 .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: 88,930; polygons: 88,922
Eyes: vertices: 12,376; polygons: 12,368
Lower teeth: vertices: 22,840; polygons: 22,800
Upper teeth: vertices: 21,788; polygons: 21,752
Toe nails: vertices: 12,260; polygons: 12,224
Total: vertices: 158,194; polygons: 158,066
Animations
Loopable walking animation at 30 fps, frame range 1-241
Loopable running animation at 30 fps, frame range 1-11
Loopable trotting animation at 30 fps, frame range 1-161
Unlooped lying animation at 30 fps, frame range 1-300
Unlooped sitting animation at 30 fps, frame range 1-310
Unlooped smelling animation at 30 fps, frame range 1-295
Rigging
With highly detailed controllers, it's more convenient to make poses and animations. The functionalities are as follows:
CTR_Root: Controls the entire model.
CTR_gravity: Controls the center of gravity, with two customized attributes:
“Neck_IK_FK” Switches between IK/FK of the neck.
“Tail_IK_FK” 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_belly: Abdomen controller.
CTR_neck: Overall neck controller.
CTR_IK_neck_a, CTR_IK_neck_b...: IK controllers for the neck.
CTR_FK_neck_a, CTR_FK_neck_b...: FK controllers for the neck.
CTR_IK_head: Head controller.
CTR_eye: Eye controller.
CTR_jaw, CTR_chin: Jaw controllers for opening and closing the mouth.
CTR_FK_tongue_a, CTR_FK_tongue_b...: Controllers for the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R...: Ear controllers.
CTR_FK_tail_a, CTR_FK_tail_b...: FK controllers for the tail.
CTR_IK_Tail_1, CTR_IK_Tail_2...: IK controllers for the tail.
CTR_Shoulders_F_L, CTR_Shoulders_F_R: Scapula controllers.
CTR_Shoulders_B_R, CTR_Shoulders_B_L: Hip bone controllers.
CTR_Foot_f_R, CTR_Foot_f_L: IK controllers for the front legs.
CTR_Foot_B_R, CTR_Foot_B_L: IK controllers for the hind legs.
CTR_FK_hip_B_L, CTR_FK_thigh_B_L, CTR_FK_shin_B_L...: FK controllers for the legs.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R, CTR_setting_leg_B_R: Switches between IK/FK of the feet.
CTR_F_heel_ik_L, CTR_F_heel_ik_R: Weight-bearing controllers for the front legs.
CTR_B_heel_ik_R, CTR_B_heel_ik_L: Weight-bearing controllers for the hind legs.
Additionally, the body includes 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 and 6 animations.
There is a Blender project and an OBJ file without rigging or animation.
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