With maps, fur, rigging and 2 animations.
Introduction
This is a high-quality hare 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, 2 claws, AqueousHumour, 2 lacrimal caruncles, 2 lacrimal glands, oral cavity, pupils, sclerae, tongue, and teeth.
Textures and materials: There are 22 .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 30,882; polygons 30,880
Claws* 2: vertices 1,332; polygons 1,296
AqueousHumour: vertices 514; polygons 512
Lacrimal caruncles* 2: vertices 1,052; polygons 1,048
Lacrimal glands* 2: vertices 2,560; polygons 2,532
Oral cavity: vertices 10,986; polygons 10,984
Pupils: vertices 1,988; polygons 2,048
Sclerae: vertices 1,476; polygons 1,504
Tongue: vertices 4,386; polygons 4,384
Teeth* 2: vertices 5,088; polygons 5,040
Total: vertices 60,264; polygons 60,228
Animations
Loopable running animation at 30 fps, frame range 1-13
Unlooped eating animation at 30 fps, frame range 1-300
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model.
CTR_crv_M_torse: Controls the entire body except the hooves.
CTR_crv_F_torse_ro and CTR_crv_B_torse_ro: Controls the front and rear halves of the body respectively.
CTR_crv_F_torse and CTR_crv_B_torse: Rotates the body around the front or rear spine axis respectively.
CTR_crv_F_spine, CTR_crv_B_spine and CTR_crv_M_spine: Controls the front, rear, and middle spines.
CTR_crv_B_spine: Has a customized attribute "Rotate_Order" for controlling rotation order.
CTR_crv_spine_attr: Spine attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the spine;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis," controls the visibility of secondary stretch controllers.
CTR_crv_neck_main: Root controller for the neck.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the neck;
"IK Stretch" controls the IK stretching;
"Follow Target" controls the intensity for the neck following rotation;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_B_hip_ro: Root controller for the hip.
CTR_crv_Tail_attr: Tail attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the tail;
"IK Stretch" controls the IK stretching;
"Follow Target" controls the intensity for the tail following rotation;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
"Sec_Control_Vis" controls the visibility of secondary stretch controllers.
"Follow Target" controls whether the head follows the neck movement;
"Rotate_Order" controls the rotation order.
CTR_crv_jaw: Controls jaw opening.
CTR_crv_nose: Controls the nose.
CTR_crv_FK_tongue_root: FK rotation controller for the tongue, with a customized attribute:
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_eye: Controls the eyes.
CTR_crv_L/R_blink and CTR_crv_L/R_squeeze: Preset controllers for blinking and brow shaping.
CTR_crv_L/R_eyebrow_center and CTR_crv_L/R_eyebrow_corner: Preset controllers for eyebrow expressions.
CTR_crv_L/R_nasal_breathing, CTR_crv_L/R_lip_lift and CTR_crv_L/R_mouth: Preset controllers for nasal breathing, bared teeth, and smiling expressions.
CTR_crv_L/R_F_shoulder and CTR_crv_L/R_B_hip: FK root controllers for the shoulder blades and hips.
CTR_crv_L/R_F/B_leg_attr: Attribute controllers for all legs with customized attributes:
"IK_FK" switches between IK/FK for the legs;
"IK Stretch" controls the IK stretching;
"Pole_Vector_Follow" controls whether the pole vector follows the foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_L/R_F/B_foot_poll and CTR_crv_L/R_F/B_toe_motion: Controllers for all hooves, controlling heel raising, toe raising, foot inversion, foot eversion, foot pivoting, toe abduction and adduction, paw pad squeezing, and claw bending.
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 2 animations.
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