Sika Deer Male Animation - MAYA Character Asset

Rigging

With maps, fur, rigging. no animation.

$350

Quantity: 

Animations

With maps, fur, rigging and 1 animations.

$420

Quantity: 

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Support for your favorite 3D software

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3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Textures
Materials

Introduction

This is a high-quality male sika deer model with maps, hair, rigging and three animations. The hair 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 1 standard animation. The model is created with Maya 2024 at real-world scale.

  
Features

Model Details: The model consists of the following components: body, horn, pupils, sclerae, tongue and tooth.
Textures and Materials: There are 15 .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.
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: 18,507; polygons: 18,472
Horn: vertices: 2,078; polygons: 2,074
Pupils: vertices: 1,138; polygons: 1,166
Sclerae: vertices: 964; polygons: 1,024
Tongue: vertices: 792; polygons: 774
Tooth: vertices: 13,195; polygons: 12,280
Total: vertices: 36,674; polygons: 35,790

Animations

Loopable walking animation at 30 fps, frame range 1-161

 

 

Rigging

With fine controllers, it's easier to create postures and animations, the features are as follows:

CTR_crv_MASTER: Controls the entire model, with customized attributes: DEF_Jnt_Vis, MCH_Jnt_Vis, and GEO_Vis.
CTR_crv_spine: Controls the body (excluding the feet).
CTR_crv_Spine_attr: Spine attribute controller, featuring 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;
Tail_Follow_Target controls whether the tail follows the hip motion;
Belly_Stretch controls the abdominal bone stretch limits.

CTR_crv_belly: Abdominal breathing controller.
CTR_crv_neck_Main: Root neck controller.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
IK_FK switches between IK/FK for the neck;
IK_Stretch controls IK stretch limits;
Follow_Target controls whether the neck follows the front spine;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Neck_D_Stretch controls the lower neck bone stretch limits.

CTR_crv_head: Head controller with customized attributes:
Head_Follow_Target controls whether the head follows neck motion;
Rotate_Order controls the rotation order of the head controller;
Sec_Control_Vis controls the visibility of facial secondary controllers.

CTR_crv_L/R_blink: Eye blink controllers with a customized attribute:
Eye_Squeeze controls muscle contraction around the eyes during blinking.

CTR_crv_L/R_nasal_breathing: Nasal breathing controllers.
CTR_crv_M_tongue_attr: Tongue attribute controller with customized attributes:
IK_FK switches between IK/FK for the tongue;
IK_Stretch controls IK stretch limits;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.

CTR_crv_L/R_F/B_foot_main: Root controllers for all four feet, with customized attributes:
Heel_Raise controls the heel raising;
Toes_Raise controls the toe raising;
Foot_eversion controls the foot eversion;
Foot_Inversion controls the foot inversion;
Foot_Pivot controls the foot pivoting;
Toes_Spread controls the toe abduction and adduction.

CTR_crv_L/R_F/B_arm/leg_attr: Leg attribute controllers with customized attributes:
IK_FK switches between IK/FK for the legs;
IK_Stretch controls the IK stretch limits;
Pole_Vector_Follow controls whether pole vectors follow foot motion;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of foot controllers.

Additionally, the body includes more auxiliary controllers and other features.

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 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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Rigging

With maps, fur, rigging. no animation.

$350

Quantity: 

Animations

With maps, fur, rigging and 1 animations.

$420

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Textures
Materials
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