With maps, fur, rigging and 4 animations.
Introduction
This is a high-quality cattle model with maps, fur, rigging and four 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, oral cavity, lacrimal glands, teeth, and tongue.
Textures and materials: There are 26 .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: 29,542; polygons: 29,460
Eyes: vertices: 2,186; polygons: 2,304
Horns: vertices: 664; polygons: 660
Oral cavity: vertices: 1,801; polygons: 1,797
Lacrimal glands: vertices: 172; polygons: 168
Teeth: vertices: 3,520; polygons: 3,456
Tongue: vertices: 642; polygons: 640
Total: vertices: 38,527; polygons: 38,485
Animations
Loopable walking animation at 30 fps, frame range 1-191
Loopable trotting animation at 30 fps, frame range 1-181
Unlooped looking-around animation at 30 fps, frame range 1-278
Unlooped eating-grass animation at 30 fps, frame range 1-396
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_ROOT: Controls the entire model, and comes with the following customized attributes:
MCH_Jnt_Vis: Toggles the visibility of auxiliary bones;
DEF_Jnt_Vis: Toggles the visibility of skinned bones;
GEO_Vis: Toggles the visibility of the model;
Enable_Dyn: Enables dynamics;
Simulation: Controls the influence of dynamics;
Follow_Pose: Controls the influence of the dynamic curve on the IK spline;
Drag: Controls dragging intensity;
Turbulence: Controls turbulence intensity.
CTR_gravity_b/m/f: Upper body controllers.
CTR_IK_spine_a/b/c: Posterior, middle, and anterior spine controllers.
CTR_IK_spine_C controller comes with two customized attributes:
IK_Stretch: Controls the IK stretching limit of the spine;
Stretch_Control_Vis: Toggles the visibility of secondary stretch controllers.
CTR_neck_attr controller comes with four customized attributes:
IK_FK: Switches between IK and FK for the neck;
IK_Stretch: Controls the IK stretching limit of the neck;
Follow_Target: Controls whether the neck follows the anterior spine rotation;
Stretch_Control_Vis: Toggles the visibility of secondary stretch controllers.
CTR_IK_head: Head controller.
CTR_L/R_blink: Blinking controllers.
CTR_masticate: Chewing animation preset.
CTR_mouth_up_L/R and CTR_mouth_D_L/R: Upper and lower lip controllers for both sides.
CTR_M_chin_011, CTR_M_chin_009 and CTR_U_mouth: Nose controllers.
CTR_chin: Mouth controller.
CTR_jaw: Lower lip controller.
CTR_sole_F_load_L/R and CTR_IK_Roll_hell_B_L/R: Weight-bearing controllers for all four legs.
CTR_IK_L/R_B_Ankle_B and CTR_IK_L/R_F_Roll_hell: Controls for heel raise, toe raise, and rolling the foot inward or outward for all four feet.
CTR_setting_leg_F/B_L/R: Collection of controlling attributes for all four legs, with the following customized attributes:
IK_FK: Switches between IK and FK for the legs;
IK_Stretch: Controls the IK stretching limit of the legs;
Pole_Vector_Follow: Controls whether the IK pole vector follows the foot.
CTR_L/R_F/B_OpenToe: Toe animation preset controllers.
More facial controls available and others.
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.
In the project with animation, the tail hair is set up with dynamics, which is enabled by default. You can modify the dynamic parameters accordingly. The hair dynamics is set to simulate directly within the project, but you can also export an external cache as needed.
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 4 animations.
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