With maps, fur, rigging. no animation.
With maps, fur, rigging and 1 animations.
Introduction
This is a high-quality martes americana model with maps, fur, rigging and one walking animation in the snow. 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, paws, lacrimal glands, pupils, sclerae, upper teeth and lower 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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 22,053; polygons 21,924
Paws: vertices 23,300; polygons 22,880
Lacrimal glands: vertices 1,984; polygons 1,984
Pupils: vertices 2,588; polygons 2,584
Sclerae: vertices 1,028; polygons 1,088
Lower teeth: vertices 5,136; polygons 4,928
Upper teeth: vertices 5,137; polygons 4,944
Total: vertices 61,226; polygons 60,332
Animations
Unlooped walking animation at 30 fps, frame range 1-440
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Rig controls the entire model.
CTR_gravity controls the center of gravity.
CTR_IK_spine_a controls the posterior spine.
CTR_IK_spine_b controls the middle spine.
CTR_IK_spine_c controls the anterior spine.
CTR_FK_neck_a, CTR_FK_neck_b... are FK controllers of the neck.
CTR_eye_R, CTR_eye_L and CTR_eye are controllers of the eyes, and CTR_eye comes with a customized attribute: "Blink" controls the blinking animation.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R... are controllers of the ears.
CTR_roll_ear_L and CTR_roll_ear_R are controllers of the overall rotation of the ears.
CTR_palate controls the upper palate.
CTR_chin controls the jaw and the opening and closing of the mouth.
CTR_tail_1, CTR_tail_2... CTR_tail_9 are controllers of the tail.
CTR_tail_roll controls the overall rotation of the tail.
CTR_Shoulders_F_L and CTR_Shoulders_F_R are controllers of the scapulae.
CTR_Shoulders_B_L and CTR_Shoulders_B_R controllers of the hip bone.
CTR_belly controls the abdomen.
CTR_Foot_F_L and CTR_Foot_F_R are IK controllers of the front legs.
CTR_Foot_B_L and CTR_Foot_B_R are IK controllers of the hind legs.
CTR_ROLL_foot_B_L and CTR_RORL_foot_B_L are load-bearing controllers of the hind legs.
CTR_ROLL_foot_b_F_L and CTR_roll_foot_b_F_R are load-bearing controllers of the front legs.
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.
Tags
martesamericana, martes, marten, mink, mammal, beautiful, clever, agile, realistic, fur, walk, Maya, XGen, interactive spline, Arnold
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 1 animations.
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