With maps, fur, rigging. no animation.
Introduction
This is a high-quality male lion model with maps, fur, rigging and 4 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, lacrimal glands and teeth.
Textures and materials: There are 25 .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 54,172; polygons 53,936
Eyes: vertices 3,048; polygons 2,980
Lacrimal glands: vertices 1,356; polygons 1,344
Teeth: vertices 17,512 ; polygons 17,016
Total: vertices 76,088; polygons 75,276
Animations
NO
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
Lion_CTR_Root controls the entire model.
CTR_gravity controls the center of gravity.
CTR_spine_a controls the posterior spine.
CTR_spine_b controls the middle spine.
CTR_spine_c controls the anterior spine. It comes with a customized attribute:
IK_FK switches between IK/FK of the neck.
CTR_neck controls the neck.
CTR_IK_neck_a, CTR_IK_neck_b ... are IK controllers of the neck.
CTR_FK_neck_a、CTR_FK_neck_b ... are FK controllers of the neck.
CTR_head_a controls the head.
CTR_sight controls the eyes. It comes with a customized attribute:
Blink controls the blinking animation.
CTR_jaw controls the jaw and the opening and closing of the mouth.
CTR_FK_tongue_a, CTR_FK_tongue_b ... control the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R ... control the ears.
CTR_tail_a, CTR_tail_b ... control the tail.
CTR_Shoulders_F_R and CTR_Shoulders_F_L control the scapula.
CTR_Shoulders_B_R and CTR_Shoulders_B_L control the hip bone.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R and CTR_setting_leg_B_R switch between IK/FK of the feet.
CTR_Foot_f_R and CTR_Foot_f_L are IK controllers of the front legs.
CTR_Foot_b_R and CTR_Foot_b_L are IK controllers of the hind legs.
CTR_palm_b_R1 and CTR_palm_b_L1 are load-bearing controllers of the hind legs.
CTR_palm_f_L and CTR_palm_f_R are load-bearing controllers of the front legs.
Additionally, there are more auxiliary controllers of the body.
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.
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.
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There is a Blender project and an OBJ file without rigging or animation.
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