With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality male bison model with maps, fur, rigging and two 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, horns, teeth, oral cavity, pupils, sclerae, lacrimal glands, tears, and skeleton.
Textures and materials: There are 13 .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: 38,727; polygons: 38,658
Horns: vertices: 342; polygons: 328
Teeth: vertices: 20,499; polygons: 20,444
Oral cavity: vertices: 11,642; polygons: 11,640
Pupils: vertices: 1,348; polygons: 1,408
Sclerae: vertices: 964; polygons: 1,024
Lacrimal glands: vertices: 456; polygons: 432
Tears: vertices: 1,476; polygons: 1,472
Skeleton: vertices: 23,325; polygons: 23,198
Total: vertices: 98,779; polygons: 98,604
Animations
Loopable walking animation at 30 fps, frame range 1-53
Loopable runting animation at 30 fps, frame range 1-17
Unlooped eat-grass animation at 30 fps, frame range 1-400
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_Root: Controls the entire model.
CTR_crv_Gravity: Controls the movement of the whole body (excluding hooves).
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine: Control the front, rear, and middle of the spine.
CTR_crv_B_spine has customized attributes:
"Spine IK_FK" switches between IK/FK of the spine;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order for the controller.
CTR_crv_abdomen: Controls the abdomen.
CTR_crv_neck_spine and CTR_crv_neck_main: Root controllers for the neck. CTR_crv_neck_spine comes with multiple customized attributes:
"Neck IK_FK" switches between IK/FK of the neck;
"IK Stretch" controls the IK stretching;
"Neck Follow Target" controls the intensity of neck rotation following;
"Stretch_Control_Vis" controls the visibility of secondary neck stretch controllers.
CTR_crv_tail_attr: Tail attribute controller with customized attribute:
"TailFollow Target" controls tail following.
CTR_crv_FK_tail_ro: Tail FK rotation controller.
CTR_crv_head: Head controller with customized attributes
"Sec_Control_Vis" controls visibility of secondary stretch controllers;
"Follow Follow Target" controls whether the head follows neck movements;
"Rotate_Order" controls the rotation order of the controllers.
CTR_crv_lip_a/b and CTR_crv_chin_a/b: Controllers for opening the mouth and chin.
CTR_crv_nose and CTR_crv_mouth_u: Controllers for the bridge of the nose and upper jaw.
CTR_crv_L/R_nose_scale: Controls nostril breathing.
CTR_crv_tongue_ro: FK rotation controller for the tongue with customized attribute:
"Stretch_Control_Vis" controls the visibility of secondary tongue stretch controllers.
CTR_crv_eye: Eye controller.
CTR_crv_L/R_blink: Preset controllers for opening and closing the eyes.
CTR_crv_L/R_F_shoulder and CTR_crv_L/R_B_hip: FK root controllers for the scapulae and hip bones.
CTR_crv_L/R_F/B_foot: Attribute controller for each leg with customized attributes:
"IK_FK" switches between IK/FK of the legs;
"IK Stretch" controls the IK stretching;
"Pole_Vector_Follow" controls whether the pole vector follows foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order for the foot controller;
"Toe Spread" controls the toe abduction.
CTR_crv_L/R_F/B_foot_poll: Controllers for each hoof, which control the heel rising, toe rising, hoof eversion, hoof inversion, and hoof pivoting.
Additionally, there are more facial controllers and body controllers available.
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 3 animations.
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