With maps, fur, rigging and 2 animations.
Introduction
This is a high-quality brown horse model with maps, fur, rigging and one running 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, two pupils, two sclerae, two lacrimal caruncles, upper teeth, lower teeth and tongue.
Textures and materials: There are 18 .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 62,436; polygons 62,386
Two pupils: vertices 1,450; polygons 1,408
Two sclerae: vertices 13,004; polygons 13,000
Two lacrimal caruncles: vertices 4,500; polygons 4,448
Upper and lower teeth: vertices 193,998; polygons 191,780
Tongue: vertices 5,281; polygons 5,248
Total: vertices 280,669; polygons 278,270
Animations
Run: Frames 1-10 are reserved for simulated dynamics, with the actual animation starting at frame 11. The animation loop runs from frames 11 to 35, with a frame rate of 60fps.
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the entire model.
CTR_body_root controls the center of gravity.
CTR_spine_a controls the posterior spine.
CTR_spine_b controls the middle spine.
CTR_spine_c controls the anterior spine.
CTR_neck controls the neck. It comes with a customized attribute:
IK_FK switches between IK/FK of the neck.
CTR_IK_neck_a, CTR_IK_neck_b ... are IK controllers of the neck.
CTR_FK_neck_01, CTR_FK_neck_02 ... are FK controllers of the neck.
CTR_head controls the head.
CTR_sight controls the eyes. It comes with a customized attribute:
Blink controls the blinking animation.
CTR_jaw controls the jaw and the opening and closing of the mouth.
CTR_Tongue_0, CTR_Tongue_1, CTR_Tongue_ ... control the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R ... control the ears.
CTR_tail_1, CTR_tail_2 control the tail.
CTR_Shoulders_f_L and CTR_Shoulders_f_R control the scapula.
CTR_Shoulders_b_L and CTR_Shoulders_b_R control 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_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_Weighting_f_R and CTR_Weighting_f_L are load-bearing controllers of the hind legs.
CTR_Weighting_b_R and CTR_Weighting_b_L are load-bearing controllers of the front legs.
Additionally, there are more auxiliary controllers of the body.
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 2 animations.
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