With maps, fur, rigging. no animation.
With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality vervet monkey 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 model is created with Maya 2024 at real-world scale.
Features
Model Details: The model consists of the following components: Body, cornea, pupils, oral cavity, upper teeth, lower teeth, tongue, pads, eyelids and lacrimal glands.
Textures and Materials: There are 13 .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: 46,009; polygons: 45,734
Pads: vertices: 2,370; polygons: 2,304
Eyelids: vertices: 1,232; polygons: 1,232
Oral cavity: vertices: 6,212; polygons: 6,056
Pupils: vertices: 1,092; polygons: 1,152
Cornea: vertices: 964; polygons: 1,024
Lacrimal glands: vertices: 3,076; polygons: 3,072
Lower Teeth: vertices: 2,904; polygons: 2,752
Upper Teeth: vertices: 2,904; polygons: 2,752
Tongue: vertices: 1,922; polygons: 1,920
Total: vertices: 68,685; polygons: 67,998
Animations
Loopable walking animation at 30 fps, frame range 1-365
Loopable running animation at 30 fps, frame range 1-343
Unlooped fidgeting animation at 30 fps, frame range 1-393
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 with customized attributes:
IK_FK switches between IK/FK for the spine;
IK_Stretch controls IK stretch limits;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
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 pelvis;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
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 for the neck;
IK_Stretch controls the IK stretch limits;
Follow_Target controls whether the neck follows the upper spine;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
Head_Follow_Target controls whether the head follows the neck;
Eye_Follow_Target controls whether the eyes follow the head;
Rotate_Order controls the rotation order of the head controller;
Sec_Control_Vis controls the visibility of secondary face controllers.
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_leg1_attr: Leg attribute controller with customized attributes:
IK_FK: Switches between IK/FK for the legs.
IK_Stretch: Controls IK stretch limits.
Pole_Vector_Follow: Determines whether the pole vector follows foot movement.
Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
Rotate_Order: Sets the rotation order for the foot controller.
Heel_Raise: Controls heel raising.
Toes_Raise: Controls toe raising.
Foot_eversion: Controls foot eversion.
Foot_Inversion: Controls foot inversion.
Foot_Pivot: Controls foot pivoting.
Toes_Spread: Controls toe abduction and adduction.
Thumb_Curl, Index_Finger_Curl, Middle_Finger_Curl, Ring_Finger_Curl, Pinky_Finger_Curl: Bend individual fingers.
Fingers_Squash: Controls toe compression caused by the foot pressing the ground.
Additionally, the body includes numerous auxiliary controllers and a facial control panel UI that manages preset movements for the eyebrows, lips, and nose. It also includes preconfigured basic phoneme shapes for ""A"" ""E"" ""O"" ""U"" ""M"" ""P"" ""F"" ""V"", meeting the basic requirements for speech.
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 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.
With maps, fur, rigging. no animation.
With maps, fur, rigging and 3 animations.
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