With maps, fur, rigging. no animation.
With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality young lion model with maps, fur, rigging and three 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, lens2, tongue, nails, sclerae2, pupils*2, teeth and oral cavity.
Textures and materials: There are 21 .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 55,441; polygons 55,304
Lens: vertices 1,154; polygons 1,088
Tongue: vertices 2,946; polygons 2,944
Nails: vertices 11,440; polygons 11,200
Sclerae: vertices 8,456; polygons 8,448
Pupils: vertices 1,412; polygons 1,472
Teeth: vertices 18,938; polygons 18,344
Oral cavity: vertices 78,385; polygons 78,160
Total: vertices 173,944; polygons 172,736
Animations
Unlooped walk-and-look animation at 30 fps, frame range 1-360
Loopable walking animation at 30 fps, frame range 1-320
Loopable trotting animation at 30 fps, frame range 1-238
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
Lion_Young_CTR_root: Controls the entire model.
CTR_gravity: Controls the movement of the entire body (except the feet), and comes with a customized attribute:
""Rotate_Order"" controls the rotation order of this controller.
CTR_IK_spine_a, b, c: Control the posterior, middle, and anterior parts of the spine.
CTR_IK_spine_a: comes with customized attributes:
""Rotate_Order"" controls the rotation order of this controller;
""Stretch_Control_Vis"" controls the visibility of the stretch controller.
CTR_IK_spine_c: comes with customized attributes:
""IK_FK"" switches between the IK/FK for the neck;
""Follow_Target"" controls whether the neck follows the spine movement;
""Rotate_Order"" controls the rotation order of this controller.
CTR_FK_tail: Tail root controller, with customized attributes:
""IK_FK"" switches between the IK/FK for the tail;
""Follow_Target"" controls whether the tail follows the pelvis movement;
""Stretch_Control_Vis"" controls the visibility of the tail secondary stretch controller.
CTR_chest: Controller for the abdomen, controls breathing.
CTR_head: Head controller, with customized attributes:
""Follow_Target"" controls whether the head follows the neck movement;
""Rotate_Order"" controls the rotation order of this controller.
CTR_L_jawmaster and CTR_jaw_b, c: Mouth controllers.
CTR_L/R_eye1: Eye controllers.
CTR_L/R_U/D_eye_blink: Upper and lower eyelid controllers.
CTR_setting_leg_F/B_L/R: Attribute controllers for the four legs, with customized attributes:
""IK_FK"" switches between the IK/FK for the legs;
""Pole_Vector_Follow"" controls whether the pole vector controller follows the foot movement;
""Stretch_Control_Vis"" controls the visibility of the secondary stretch controller for the legs;
""Foot_Rotate_Order"" controls the rotation order of the foot controller.
CTR_foot_f/b_L/R: Controllers for the four feet, with customized attributes:
""Heel_Raise"" controls the heel raise;
""Toe_Raise"" controls the toe raise;
""Foot_Eversion"" controls the foot eversion;
""Foot_Inversion"" controls the foot inversion;
""Foot_Pivot"" controls the foot pivoting;
""Toe_Spread"" controls the toe abduction;
""Toe_Curl"" controls the toe flexion;
""Toenail_Curl"" controls the toenail pivoting;
""Rotate_Order"" controls the rotation order of this controller.
UI_L/R_eyebrow_angry_anim: UI controllers for eyebrow expressions.
UI_L/R_eye_blink_anim: UI controllers for blinking.
UI_L/R_breath_anim: UI controllers for nose breathing.
UI_L/R_mouth_angry_anim: UI controllers for angry facial expressions.
UI_L/R_mouth_T/M_anim: UI controllers for different positions of the lips.
Additionally, the face has more controllers and other UI controllers, and more body controllers.
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. no animation.
With maps, fur, rigging and 3 animations.
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