With maps, fur, rigging. no animation
With maps, fur, rigging and 5 animations.
Introduction
This is a high-quality lioness 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, nipples, paws, eyes, lacrimal caruncles, upper teeth, and lower teeth.
Textures and materials: There are 18 .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 54,044; polygons 53,808
Nipples: vertices 420; polygons 416
Paws: vertices 4,644; polygons 4,608
Eyes: vertices 742; polygons 736
Lacrimal caruncles: vertices 324; polygons 320
Upper teeth: vertices 9,092; polygons 9,064
Lower teeth: vertices 9,092; polygons 9,064
Total: vertices 78,358; polygons 78,016
Animations
Loopable walking animation at 30 fps, frame range 1-31
Loopable running animation at 30 fps, frame range 1-15
Loopable trotting animation at 30 fps, frame range 1-21
Unlooped watching und animation at 30 fps, frame range 1-500
Unlooped lying-down animation at 30 fps, frame range 1-261
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_Root: Controls the entire model.
CTR_crv_M_torse: Controls CTR_crv_gravity.
CTR_crv_gravity: Controls the movement of the entire body except the paws.
CTR_crv_M_spine_ro: Controls the front half of the body starting from the middle of the spine.
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine_po: Control the anterior, posterior, and middle spine, respectively.
CTR_crv_B_spine: Comes with customized attributes:
"IK_FK" switches between IK/FK of the spine;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order of this controller.
CTR_crv_F_spine: Comes with customized attributes:
"Follow Neck" controls the intensity for the neck following the parent rotation;
"Follow Shoulder" controls the intensity for the shoulder following the parent rotation.
CTR_crv_F_torse, CTR_crv_F_torse_ro: Neck controller and neck rotation controller.
CTR_crv_B_neck: The IK controller for the root of the neck, with customized attributes:
"IK_FK" switches between IK/FK of the spine;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls visibility of secondary stretch controllers;
"Follow Head" controls whether the head follows neck movement.
CTR_crv_F_neck, CTR_crv_M_neck_po, CTR_crv_M_neck_ro: IK controllers for the front and middle of the neck.
CTR_crv_B_torse: Controller for the buttock.
CTR_crv_tail: Root controller for the tail.
CTR_crv_IK_tail_1: IK controller for the root of the tail, with customized attributes:
"IK_FK" switches between IK/FK of the tail;
"IK Stretch" controls the IK stretching;
"Follow_Target" controls whether the tail follows the hip movement;
"Stretch_Control_Vis" controls visibility of secondary stretch controllers for the tail.
DRV_follow_F_belly and DRV_follow_B_belly: Customized attribute controllers for the chest and the rear abdomen, with customized attributes:
"Follow Pose" controls whether the chest follows shoulder movement, or whether the rear abdomen follows hip movement;
"Stretch_Control_Vis" controls the visibility of the secondary stretch controllers for the abdomen.
CTR_crv_head: Controller for the head, with customized attributes:
"Stretch_Control_Vis" control the visibility of the head's secondary stretch controllers;
"Rotate_Order" controls the rotation order.
CTR_crv_U_mouth, CTR_crv_F_jaw, CTR_crv_B_jaw and CTR_crv_D_mouth: Controllers for the upper mouth, chin, lower jaw, and lower mouth, respectively.
CTR_crv_D_mouth: Comes with customized attributes:
"Tongue_IK_FK" switches between IK/FK of the tongue;
"Tongue_IK_Stretch" controls the IK switching;
"Tongue_Stretch_Vis" controls the visibility of secondary stretch controllers for the tongue.
CTR_crv_tongue: Root controller for the tongue.
CTR_crv_eye: Controller for the eyes.
CTR_crv_L/R_eyebrow: Controllers for opening and closing the eyes.
CTR_crv_L/R_U/D_eye: Controllers for the upper and lower eyelids.
CTR_crv_L/R_F_shoulder_1, CTR_crv_L/R_F_shoulder_2, CTR_crv_L/R_B_hip: FK root controllers for the shoulder blades and the hip bones.
CTR_crv_L/R_F/B_foot: Attribute controllers for all four legs with customized attributes:
"IK_FK" switches between IK/FK of the legs;
"IK Stretch" controls the IK stretching;
"Pole_Vector_Follow" controls whether the pole vector follows foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers for the legs;
"Rotate_Order" controls the rotation order of the foot controllers.
CTR_crv_L/R_F/B_foot_poll: Controllers for all four feet, with a customized attribute "Toe_Curl" that controls toe flexion; these controllers also control heel raise, toe raise, foot eversion, foot inversion, foot pivoting, and toe abduction.
CTR_crv_L/R_F/B_claw: Controllers for the toenails, mainly for rotating the toenails.
Additionally, there are more face 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 5 animations.
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