With maps, fur, rigging. no animation
With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality duckling 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, Tears, sclerae, Pupil and tongue.
Textures and materials: There are 12 .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.
There are two sets of texture materials for the duck's body and feet, one is yellow and the other is red. The red material is used by default in the scene. You can switch to the yellow material as needed. The yellow material is named " Duckling_Body02_Shader" and "Duckling_Foot02_Shader".
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 17,085; polygons 17,050
Tears: vertices 80; polygons 56
Sclerae: vertices 548; polygons 544
Pupil: vertices 644; polygons 656
Tongue: vertices 1087; polygons 1072
Total: vertices 19,444; polygons 19,378
Animations
Unlooped eating animation at 30 fps, frame range 1-300
Unlooped swimming animation at 30 fps, frame range 1-240
Loopable walking animation at 30 fps, frame range 1-17; unlooped head animation at 30 fps, frame range 18-150
Rigging
CTR_Root controls the entire model.
CTR_gravity controls the center of gravity.
CTR_gravity_B controls the center of gravity. It comes with a customized attribute:
Neck_IKFK switches between IK/FK of the neck.
CTR_Tail_a, CTR_Tail_b, CTR_Tail_c... are controllers of the tail.
CTR_spine_1, CTR_spine_2 and CTR_spine_3 are controllers of the spine.
CTR_IK_neck_1 and CTR_IK_neck_2 are IK controllers of the neck.
CTR_FK_neck_1 and CTR_FK_neck_2 are FK controllers of the neck.
CTR_head controls the head.
CTR_eye controls the eyes.
CTR_blink_L and CTR_blink_R control the blinking of the eyes.
CTR_jaw_b and CTR_jaw_a are controllers of the jaw, controlling the opening and closing of the mouth.
CTR_FK_tongue_a, CTR_FK_tongue_b... are controllers of the tongue.
CTR_Pelvis_L, CTR_Pelvis_R, CTR_Shoulders_R and CTR_Shoulders_L are controllers of the hip bone.
CTR_setting_leg_L and CTR_setting_leg_R switch between IK/FK of the legs.
CTR_Foot_R and CTR_Foot_L are IK controllers of the legs
CTR_wing_a_L, CTR_wing_b_L, CTR_wing_a_R, CTR_wing_b_R ... are controllers of the wings.
Additionally, the body comes with more auxiliary controllers.
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
With maps, fur, rigging and 3 animations.
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