Rat Animated - MAYA Character Asset

Rigging

With maps, fur, rigging. no animation

$400
Choose License:

Animations

With maps, fur, rigging and 3 animations.

$630
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
37,888
Vertices
38,246
Textures
Materials

Introduction

This is a high-quality rat 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, eyes, oral cavity, tongue, and paws.
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 18,666; polygons 18,664
Eyes: vertices 2,376; polygons 2,368
Oral cavity: vertices 6,172; polygons 6,132
Tongue: vertices 358; polygons 356
Paws: vertices 10,674; polygons 10,368
Total: vertices 38,246; polygons 37,888

Animations

Loopable trotting animation at 30 fps, frame range 1-9
Unlooped see-face animation at 30 fps, frame range 1-302
Unlooped eating animation at 30 fps, frame range 1-300

 

 

Rigging

With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model. It comes with customized attributes: "DEF_Jnt_Vis", "MCH_Jnt_Vis", and "GEO_Vis".
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_Spine_attr: Spine attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the spine;
"IK_Stretch" controls the IK stretch limits;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_belly: Controls the breathing for the belly.
CTR_crv_tail_attr: Tail attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the tail;
"IK_Stretch" controls the IK stretch limits;
"Follow_Target" controls whether the tail follows the hip movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_neck: The root controller for the neck.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the neck;
"IK_Stretch" controls the IK stretch limits;
"Follow_Target" controls whether the neck follows the spine movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_head: The head controller with customized attributes:
"Head_Follow_Target" controls whether the head follows the neck movement;
"Rotate_Order" controls the rotation order of head controllers;
"Sec_Control_Vis" controls the visibility of secondary facial controllers.
CTR_crv_L/R_blink: Blink controllers with a customized attribute:
"Eye_Squeeze" controls the muscle for closing eyes.
CTR_crv_sniffing: Controls sniffing actions.
CTR_crv_L_lip_corner_lift: Controls smile and pout expressions.
CTR_crv_M_tongue_attr: Tongue attribute controller with customized attributes:
"IK_FK" switches between IK/FK for the tongue;
"IK_Stretch" controls the IK stretch limits;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_L/R_F/B_foot_main: Controls all feet with customized attributes:
"Toes_Spread" controls the adduction and abduction of the toes;
"Toes_Curl" controls the bending of the toes.
CTR_crv_L/R_F/B_foot_rot: Foot attribute controllers which control the raising of the heel, raising of the toes, inversion of the foot, eversion of the foot, and foot pivoting.
CTR_crv_L/R_F/B_arm/leg_attr: Leg attributes with customized attributes:
"IK_FK" switches between IK/FK for the legs;
"IK_Stretch" controls the IK stretch limits;
"Pole_Vector_Follow" controls whether the pole vector follows the foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order of foot controllers.
There are additional auxiliary controllers for facial and body controls.
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.

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Rigging

With maps, fur, rigging. no animation

$400
Choose License:

Animations

With maps, fur, rigging and 3 animations.

$630
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
37,888
Vertices
38,246
Textures
Materials
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