With maps, fur, rigging and 1 animations.
Introduction
This is a high-quality summer snowshoe hare model with maps, fur, rigging and an animation. 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, 2 claws, eyeballs, and teeth.
Textures and materials: There are 18 .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 21,759; polygons 21,688
Claws *2: vertices 2,350; polygons 2,477
Eyeballs: vertices 3,148; polygons 3,048
Teeth *2: vertices 9,310; polygons 8,880
Total: vertices 36,567; polygons 36,093
Animations
Loopable jumping animation at 30 fps, frame range 1-45
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model.
CTR_crv_gravity: Controls the movement of the entire body (excluding the feet).
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine: Control the front, read, and middle spine.
CTR_crv_B_spine: Comes with a customized attribute: 'Rotate_Order' controls the rotation order of the controller.
CTR_crv_spine_attr: A spine attribute controller with customized attributes:
'IK_FK' switches between IK/FK switch for the spine;
'IK Stretch' controls the IK stretch;
'Stretch_Control_Vis' controls the visibility of secondary stretch controllers, respectively.
CTR_crv_neck_root: Root controller for the neck.
CTR_crv_neck_attr: Neck attribute controller with customized attributes:
'IK_FK' switches between IK/FK switch for the neck;
'IK Stretch' controls the IK stretch;
'Follow Target' controls the strength of neck rotation following;
'Stretch_Control_Vis' controls the visibility of secondary stretch controllers.
CTR_crv_B_hip_ro: Root controller for the hips.
CTR_crv_Tail_attr: Tail attribute controller with customized attributes:
'IK_FK' switches between IK/FK switch for the tail;
'IK Stretch' controls the IK stretch;
'Follow Target' controls the strength of tail rotation following;
'Stretch_Control_Vis' controls the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
'Sec_Control_Vis' controls the visibility of secondary stretch controllers;
'Follow Target' controls whether the head follows the neck movement;
'Rotate_Order' controls the rotation order of this controller.
CTR_crv_Jaw_a/b, CTR_crv_Upper_Gum: Controllers for opening the mouth, lower jaw, and upper jaw.
CTR_crv_nose: Controller for the nose.
CTR_crv_FK_tongue_root: FK rotation controller for the tongue.
CTR_crv_eye: Controller for the eyes.
CTR_crv_L/R_blink, CTR_crv_L/R_squeeze: Preset controllers for blinking and eyebrow shape.
CTR_crv_L/R_eyebrow_center, CTR_crv_L/R_eyebrow_corner: Preset controllers for eyebrow expressions.
CTR_crv_L/R_nasal_breathing, CTR_crv_L/R_lip_lift, CTR_crv_L/R_mouth: Preset controllers for nasal breathing, baring teeth, and smiling expressions.
CTR_crv_L/R_F_shoulder, CTR_crv_L/R_B_hip: FK root controllers for the shoulder blades and hips.
CTR_crv_L/R_F_leg_attr, CTR_crv_L/R_B_thigh1_attr: Attribute controllers for the four legs, with custom attributes:
'IK_FK' switches between IK/FK switch for the legs;
'IK Stretch' controls the IK stretch;
'Pole_Vector_Follow' controls whether the pole vector controller follows foot movement;
'Stretch_Control_Vis' controls the visibility of secondary stretch controllers.
CTR_crv_L/R_F/B_foot_poll, CTR_crv_L/R_F/B_toe_motion: Functional controllers for all four paws. These control heel raising, toe raising, foot eversion, foot inversion, paw rotation, abduction and adduction of toes, and paw bending.
...
Additionally, there are more facial controllers and body controllers available.
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 and 1 animations.
Introduction This is a cucumber model made with Blender 3.6.2 and Cycles renderer. There are 5 pieces of PBR maps with accurate physical properties and rich details, which can add realism to your sce...
Introduction This is a realistic Powder model made with Blender and Cycles renderer, with support for the background and medium shot. There are 6 pieces of PBR maps with accurate physical propertie...
Introduction This is a realistic white donkey model with multiple 4K PBR textures, hair, rigging, animation and baked hair dynamics. It's made with Blender and Cycles renderer. The model consists of...
There is a Blender project and an OBJ file without rigging or animation.
Reviews
There are no reviews yet.
Only logged in customers who have purchased this product may leave a review.