Introduction
This is a high-quality giraffe 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, lacrimal glands, tear, left pupil, right pupil, sclerae, alveolar ridge, tongue, upper teeth and lower teeth.
Textures and materials: There are 7 .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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution."
Meshes
Body: vertices 69,512; polygons 69,410
Larimal glands: vertices 244; polygons 240
Tear: vertices 1,778; polygons 1,772
Left pupil: vertices 1,250; polygons 1,248
Right pupil: vertices 1,250; polygons 1,248
Left sclera: vertices 1,122; polygons 1,120
Right sclera: vertices 1,122; polygons 1,120
Tongue: vertices 2,081; polygons 2,040
Alveolar ridge: vertices 810; polygons 808
Upper teeth: vertices 1,807; polygons 1,792
Lower teeth: vertices 1,807; polygons 1,792
Total: vertices 82,783; polygons 82,590
Animations
No
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the overall movement.
CTR_gravity controls the center of gravity, it comes with a custom attribute ""Neck FK IK"" which switches between IK and FK of the neck.
CTR_IK_spine_a is the controller of the posterior spine.
CTR_IK_spine_b is the controller of the middle spine.
CTR_IK_spine_c is the controller of the anterior spine.
CTR_FK_neck_a, CTR_FK_neck_b... are FK controllers of the neck.
CTR_IK_neck_01, CTR_IK_neck_02... are IK controllers of the neck.
CTR_head controls the head.
CTR_chin controls the jaw and the opening and closing of the mouth.
CTR_mouth_Down controls the opening and closing of the lower jaw.
CTR_eye_R, CTR_eye_L, CTR_eye are controllers of the eyes. CTR_eye comes with a customized attribute ""Blink"" to control blinking animation.
CTR_tail_1, CTR_tail_2... CTR_tail_9 are controllers of the tail.
CTR_tail_roll controls the overall rotation of the tail.
CTR_Shoulders_F_L, CTR_Shoulders_F_R are controllers of the scapulae.
CTR_Shoulders_B_L, CTR_Shoulders_B_R are controllers of the hip bone.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R... are controllers of the ears.
CTR_roll_ear_L, CTR_roll_ear_R are controllers for the overall rotation of the ears.
CTR_abdomen is the controller of the abdomen.
CTR_setting_leg_B_L and CTR_setting_leg_B_R switches between IK/FK of the hind legs.
CTR_setting_leg_F_L and CTR_setting_leg_F_R switches between IK/FK of the front legs.
CTR_Foot_F_L, CTR_Foot_F_R are IK controllers of the front legs.
CTR_Foot_B_L, CTR_Foot_B_R are IK controllers of the hind legs
CTR_FK0_Leg_R_L, CTR_FK01_Leg_B_R, CTR_FK0_Leg_F_L, CTR_FK01_Leg_B_L... are FK controllers of the feet.
CTR_knee_rotation_L, CTR_IK_B_shin_a_L, CTR_knee_rotation_R, CTR_IK_B_shin_a_R are load-bearing controllers of the hind legs.
CTR_knee_rotation_L and CTR_knee_rotation_R are load-bearing controllers of the front 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.
Tags
giraffe, babygiraffe, giraffe, young, fur, hair, realfur, cggiraffe, cute, animal, red, render, Maya, XGen, interactive spline, Arnold
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.
There is a Blender project and an OBJ file without rigging or animation.
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