With maps, fur, rigging and 4 animations.
Introduction
This is a high-quality pigeon model with maps, hair, 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 package includes the rigging and 3 standard animations. The model is created with Maya 2024 at real-world scale.
Features
Model Details: It consists of the body, eyes, oral cavity, tongue and claws.
Textures and materials: There are 17 .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: 33776 ; polygons: 33726
Eye: vertices: 2570 ; polygons: 2688
Nose_Dot: vertices: 119499 ; polygons: 63666
Foot_Dot: vertices: 32670 ; polygons: 17424
HeadFeather01: vertices: 72100 ; polygons: 49440
HeadFeather02: vertices: 18690 ; polygons: 12816
FaceFeather: vertices: 2590 ; polygons: 1776
BackFeather01_L: vertices: 4770 ; polygons: 3392
BackFeather01_R: vertices: 4770 ; polygons: 3392
BackFeather02: vertices: 1815 ; polygons: 968
BackFeather03: vertices: 1845 ; polygons: 984
ShoulderFeather01: vertices: 4172 ; polygons: 3216
ShoulderFeather02: vertices: 560 ; polygons: 384
ShoulderFeather03: vertices: 756 ; polygons: 576
BellyFeather01: vertices: 43396 ; polygons: 30676
BellyFeather02: vertices: 1210 ; polygons: 880
LegFeather01: vertices: 4050 ; polygons: 2880
LegFeather02: vertices: 4032 ; polygons: 2240
LegFeather03: vertices: 14864 ; polygons: 6702
CovertsUD: vertices: 280 ; polygons: 184
CovertsUP: vertices: 390 ; polygons: 208
CovertsUP_L: vertices: 205 ; polygons: 144
CovertsUP_R: vertices: 205 ; polygons: 144
CovertsDP_L: vertices: 585 ; polygons: 432
CovertsDP_R: vertices: 585 ; polygons: 432
CovertsDS_L: vertices: 1935 ; polygons: 1376
CovertsDS_R: vertices: 1935 ; polygons: 1376
CovertsMAV: vertices: 2730 ; polygons: 2016
CovertsMIV01: vertices: 4955 ; polygons: 3334
CovertsMIV02: vertices: 2860 ; polygons: 2112
CovertsMIN01: vertices: 13228 ; polygons: 10248
CovertsMIN02: vertices: 27850 ; polygons: 20984
RemigesAL: vertices: 200 ; polygons: 120
Rectrices_L: vertices: 240 ; polygons: 168
Rectrices_R: vertices: 240 ; polygons: 168
RemigesSE_L: vertices: 1888 ; polygons: 1560
RemigesSE_R: vertices: 1888 ; polygons: 1560
RemigesPR_L: vertices: 1641 ; polygons: 1368
RemigesPR_R: vertices: 1641 ; polygons: 1368
RemigesAL_L: vertices: 195 ; polygons: 144
RemigesAL_R: vertices: 195 ; polygons: 144
Total: vertices: 434006 ; polygons: 287416"
Animations
Unlooped eating animation at 30 fps, frame range 1-420
Unlooped landing animation at 30 fps, frame range 1-191
Unlooped take-off animation at 30 fps, frame range 1-346
Loopable flying animation at 30 fps, frame range 1-13
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_ROOT: Controls the entire body.
CTR_crv_spine_root_F/B, CTR_crv_spine_root: Controls the overall body movement (excluding the legs).
CTR_crv_FK_spine, 1, 2, 3: Forward FK controllers for the spine.
CTR_crv_Roll_FK_spine, 1, 2, 3: Reverse FK controllers for the spine.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
IK_FK switches between IK/FK of the neck;
IK_Stretch controls the IK stretch limit;
Follow_Target controls whether the neck follows the neck root rotation;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Neck_Follow_Spine controls whether the neck root follows the anterior spine rotation.
CTR_crv_head: Head controller with customized attributes
Head_Follow_Target controls whether the head follows the neck movement;
Eye_Follow_Target controls whether the eye controllers follow the head controller;
Rotate_Order controls the rotation order of the head controller.
CTR_crv_tongue_attr: Tongue attribute controller with customized attributes:
IK_FK switches between IK/FK of the tongue;
IK_Stretch controls IK stretch limit;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_L/R_eye_blink: Eye blinking controllers.
CTR_crv_L/R_wing_fold, CTR_crv_tail_wing_fold: Wing and tail feather folding controllers.
CTR_crv_L/R_feather_A/B/C, CTR_crv_L/M/R_tail_feather_ro: Overall rotation controllers for wing and tail feathers.
CTR_crv_L/R_feather_A/B/C_RO, CTR_crv_L/M/R_tail_feather_roll: Overall bending controllers for wing and tail feathers.
CTR_crv_L/R_B_leg_attr: Leg attribute controllers with customized attributes:
IK_FK switches between IK/FK of the legs;
IK_Stretch controls the IK stretch limit;
Pole_Vector_Follow controls whether the pole vector controller follows the foot controller;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Toe_04_Follow controls whether the rear toe follows the ankle movement.
CTR_crv_IK_L/R_toe02_2, 3, 4, 5: Controllers for raising heels.
CTR_crv_L/R_toe_sp_cu: Controllers for the abduction, adduction and flexion of the toes.
CTR_crv_L/R_foot_ro_con: Controllers for raising the heel, raising the toes, foot inversion, foot eversion, and foot pivoting.
CTR_crv_L/R_toe01, 02, 03, 04_curl: Bending controllers for the toes; the scale along the Y-axis controls the toe bending.
...
Additionally, there are controllers for each layer of wing and tail feathers, as well as other detailed controllers.
Specifications
File Format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Supported Version: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
The XGen hair in this Maya character asset has been converted to interactive grooming, offering fast loading and efficient rendering. Although the original guides are not included, you can customize the hair by adding XGen modifiers as needed. All XGen hair in the scene is set up 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.
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