With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality spotted hyena model with maps, fur, rigging and two 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, tongue, teeth, paws, pupils, sclerae, lacrimal glands, and Tears.
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. 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 42,223; polygons 41,952
Tongue: vertices 1,236; polygons 1,220
Teeth2: vertices 15,986; polygons 15,438
Paws2: vertices 7,680; polygons 7,456
Pupils2: vertices 986; polygons 952
Sclerae2: vertices 1,604; polygons 1,600
Lacrimal glands2: vertices 466; polygons 456
Tears2: vertices 288; polygons 284
Total: vertices 70,469; polygons 69,358
Animations
Loopable walking animation at 30 fps, frame range 1-145
Loopable running animation at 30 fps, frame range 1-167
Loopable trotting animation at 30 fps, frame range 1-180
Rigging
Equipped with highly sophisticated controllers, this rig significantly enhances the efficiency of pose and animation creation. Key functionalities include:
CTR_crv_MASTER: Oversees the entire rig with customizable attributes such as ""DEF_Jnt_Vis"", ""MCH_Jnt_Vis"", and ""GEO_Vis"".
CTR_crv_gravity: Controls the body (excluding feet).
CTR_crv_Spine_attr: A spine attribute controller with customizable attributes for ""IK_FK"" switching, IK stretch limits, and visibility of secondary stretch controls for both spine and belly.
CTR_crv_belly_a: Controls belly breathing animations.
CTR_crv_tail_attr: A tail attribute controller with customizable attributes for ""IK_FK"" switching, IK stretch limits, tail following hip movement, and visibility of secondary stretch controls.
CTR_crv_neck_main: The primary neck controller.
CTR_crv_neck_attr: A neck attribute controller with customizable attributes for ""IK_FK"" switching, IK stretch limits, neck following the front spine, and visibility of secondary stretch controls.
CTR_crv_head: The head controller with customizable attributes for head following neck movement, rotation order, and visibility of secondary facial controls.
CTR_crv_L/R_blink: Blink controllers with an ""Eye_Squeeze"" attribute for controlling eyelid closure.
CTR_crv_L/R_eyebrow_center/corner_move: Preset controllers for eyebrow emotions.
CTR_crv_L/R_U_lip_center_lift: Preset controllers for movements of the central part of the upper lip on both sides.
CTR_crv_L/R_lip_corner_move: Controls smile and pout expressions.
CTR_crv_U_lip_lift: Preset controller for upper lip movements.
CTR_crv_L/R_nasal_breathing: Controls nasal breathing.
CTR_crv_M_tongue_attr: A tongue attribute controller with customizable attributes for ""IK_FK"" switching, IK stretch limits, and visibility of secondary stretch controls.
CTR_crv_L/R_F/B_arm/leg_attr: Controls leg attributes with customizable attributes for ""IK_FK"" switching, IK stretch limits, pole vector following the foot, visibility of secondary stretch controls, foot controller rotation order, heel raise, toe raise, foot eversion, foot inversion, foot pivot, toe spread, toe curl, toenail curl, and foot squash.
CTR_crv_L/R_F/B_toes_spread: Controls the spreading of toes.
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.
With maps, fur, rigging and 3 animations.
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