With maps, fur, rigging and 4 animations.
Introduction
This is a high-quality goat 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, lacrimal glands, tears, upper oral cavity, lower oral cavity, pupil, lens, tongue, upper teeth, and lower teeth.
Textures and materials: There are 20 .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 84,397; polygons 84,396
Lacrimal glands: vertices 780; polygons 776
Tears: vertices 1,316; polygons 1,312
Upper oral cavity: vertices 12,113; polygons 12,006
Lower oral cavity: vertices 6,485; polygons 6,372
Pupil: vertices 2,020; polygons 2,048
Sclera: vertices 1,700; polygons 1,728
Tongue: vertices 6,058; polygons 6,056
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Total: vertices 171,723; polygons 170,654
Animations
Loopable walking animation at 30 fps, frame range 1-145
Unlooped eating Grass animation at 30 fps, frame range 1-350
Unlooped look-around animation at 30 fps, frame range 1-385
Loopable trotting animation at 30 fps, frame range 1-161
Rigging
Equipped with highly refined controllers, making posing and animation more convenient. The functionalities are as follows:
CTR_crv_MASTER – Controls the entire rig, with the following custom attributes:
"DEF_Jnt_Vis" – Toggles visibility of deformation joints.
"MCH_Jnt_Vis" – Toggles visibility of mechanism joints.
"GEO_Vis" – Toggles visibility of geometry.
CTR_crv_gravity – Controls the body movement (excluding the feet).
CTR_crv_Spine_attr – Spine attribute controller with the following custom attributes:
"IK_FK" – Toggles between IK and FK for the spine.
"IK_Stretch" – Limits IK stretching for the spine.
"Stretch_Control_Vis" – Toggles visibility of secondary stretch controllers.
"Abdomen_Control_Vis" – Toggles visibility of the abdomen controller.
"Udder_Control_Vis" – Toggles visibility of the udder controller.
CTR_crv_belly – Belly breathing controller.
CTR_crv_neck_attr – Neck attribute controller with the following custom attributes:
"IK_FK" – Toggles between IK and FK for the neck.
"IK_Stretch" – Limits IK stretching for the neck.
"Follow_Target" – Determines whether the neck follows the movement of the upper spine.
"Stretch_Control_Vis" – Toggles visibility of secondary stretch controllers.
"Sec_Control_Vis" – Toggles visibility of secondary controllers.
CTR_crv_head – Head controller with the following custom attributes:
"Head_Follow_Target" – Determines whether the head follows the neck movement.
"Rotate_Order" – Controls the rotation order of the head controller.
"Sec_Control_Vis" – Toggles visibility of secondary facial controllers.
CTR_crv_L/R_blink – Blink controller with the custom attribute "Eye_Squeeze", which adjusts eyelid muscle contraction during blinking.
CTR_crv_L/R_eyebrow_center/corner_move – Preset expression controllers for eyebrow movement.
CTR_crv_L/R_lip_U_center_move – Preset motion controller for the central upper lip on both sides.
CTR_crv_L/R_lip_center_move – Preset motion controller for the corners of the mouth.
CTR_crv_lip_U_lift – Preset motion controller for the upper lip.
CTR_crv_L/R_nasal_breathing – Nostril breathing controller.
CTR_crv_L_lip_D_protrusion – Lower lip protrusion controller.
CTR_crv_mouth_U, CTR_crv_mouth_u_a, CTR_crv_mouth_tip, CTR_crv_nose_main – Overall controllers for the nose and upper jaw.
CTR_crv_tongue_attr – Tongue attribute controller with the following custom attributes:
"IK_FK" – Toggles between IK and FK for the tongue.
"IK_Stretch" – Limits IK stretching for the tongue.
"Stretch_Control_Vis" – Toggles visibility of secondary stretch controllers.
CTR_crv_L/R_F/B_leg_attr – Leg attribute controller with the following custom attributes:
"IK_FK" – Toggles between IK and FK for the legs.
"IK_Stretch" – Limits IK stretching for the legs.
"Pole_Vector_Follow" – Determines whether the pole vector follows foot movement.
"Stretch_Control_Vis" – Toggles visibility of secondary stretch controllers.
"Rotate_Order" – Controls the rotation order of the foot controller.
"Heel_Raise" – Raises the heel.
"Toes_Raise" – Raises the toes.
"Foot_Eversion" – Controls outward rotation of the foot.
"Foot_Inversion" – Controls inward rotation of the foot.
"Foot_Pivot" – Controls foot pivot rotation.
"Toes_Spread" – Controls toe spreading.
Additionally, both the face and body include more auxiliary controllers for fine-tuned adjustments, along with many more detailed features.
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 4 animations.
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