With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality white hen character with the model, textures, feather cards, rigging, and three realistic animations. All feathers are arranged based on real-life references, with body feathers created with feather cards. The materials are rendered with Arnold renderer for realism. The rigging features individual controllers for each feather, allowing precise control, along with a pre-configured wing-folding controller to ensure natural and realistic animation. The character is created with Maya 2025 at real-world scale.
Features
Model Details: The model consists of the body, claws, pupils, lacrimal glands, sclerae, third eyelids, tongue, and multiple sets of feathers.
Textures and Materials: The model includes 49 texture maps, all converted to .TX image files for Arnold support. Multiple 4K resolution textures are used to ensure the highest level of detail and quality. The materials for the model and feathers are rendered realistically using Arnold renderer.
Meshes
WhiteHen_Body: vertices: 14,638; polygons: 14,474
WhiteHen_Claw: vertices: 1,064; polygons: 992
WhiteHen_Pupil: vertices: 1,348; polygons: 1,408
WhiteHen_LacrimalGland: vertices: 3,884; polygons: 3,880
WhiteHen_Sclera: vertices: 964; polygons: 1,024
WhiteHen_ThirdEyelid: vertices: 1,028; polygons: 1,088
WhiteHen_Tongue: vertices: 246; polygons: 236
WhiteHen_Hair_Head01: vertices: 7,236; polygons: 4,288
WhiteHen_Hair_Head02: vertices: 1,512; polygons: 896
WhiteHen_Hair_Neck: vertices: 104,619; polygons: 61,996
WhiteHen_Hair_Neck01: vertices: 16,305; polygons: 9,662
WhiteHen_Hair_Neck02: vertices: 2,457; polygons: 1,456
WhiteHen_Hair_Chest01: vertices: 3,650; polygons: 2,336
WhiteHen_Hair_Chest02: vertices: 9,894; polygons: 6,332
WhiteHen_Hair_Body: vertices: 14,523; polygons: 9,268
WhiteHen_Hair_Other: vertices: 10,250; polygons: 7,500
WhiteHen_Hair_Hip: vertices: 58,572; polygons: 29,286
WhiteHen_Hair_Back: vertices: 8,849; polygons: 5,661
WhiteHen_Hair_Shoulder01_L: vertices: 3,483; polygons: 2,666
WhiteHen_Hair_Shoulder01_R: vertices: 3,483; polygons: 2,666
WhiteHen_Hair_Shoulder02_L: vertices: 7,452; polygons: 5,704
WhiteHen_Hair_Shoulder02_R: vertices: 7,452; polygons: 5,704
WhiteHen_Hair_Leg01: vertices: 16,366; polygons: 12,530
WhiteHen_Hair_Leg02: vertices: 10,000; polygons: 6,400
WhiteHen_Hair_Leg03: vertices: 10,500; polygons: 6,720
WhiteHen_Hair_Leg04: vertices: 4,900; polygons: 3,138
WhiteHen_Hair_Leg05: vertices: 4,600; polygons: 2,946
WhiteHen_Hair_Tail01: vertices: 2,075; polygons: 1,328
WhiteHen_Hair_Tail02: vertices: 3,025; polygons: 1,936
WhiteHen_CovertsDP: vertices: 5,990; polygons: 4,880
WhiteHen_CovertsMAV: vertices: 9,906; polygons: 8,112
WhiteHen_Hair_Wing: vertices: 38,350; polygons: 24,544
WhiteHen_Remiges: vertices: 4,652; polygons: 3,744
WhiteHen_CovertsUD Total Feathers: vertices: 1,490; polygons: 1,201
WhiteHen_CovertsUP Total Feathers: vertices: 1,092; polygons: 864
WhiteHen_Rectrices Total Feathers: vertices: 1,018; polygons: 816
Total: vertices: 396,873; polygons: 257,682
Animations
Unlooped walking animation at 30 fps, frame range 1-431
Unlooped look-around animation at 30 fps, frame range 1-401
Unlooped pecking animation at 30 fps, frame range 1-301
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the overall model.
CTR_crv_gravity: Controls the movement of the entire body (excluding the feet).
CTR_crv_neck_attr: Attribute controller for the neck, 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 rotation of the neck root;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Sec_Control_Vis" controls the visibility of secondary controllers.
CTR_crv_head: Head controller with customized attributes:
"Head_Follow_Target" controls whether the head follows neck movement;
"Rotate_Order" controls the rotation order of the head controllers;
"Sec_Control_Vis" controls visibility of facial secondary stretch controllers.
CTR_crv_L/R_wing_fold: Wing folding controllers.
CTR_crv_L/R_wing_feaT_attr: Wing attribute controllers with customized attributes:
"Wing_Follow" controls whether the wings follow body movement;
"Feathers_Follow" controls whether feathers follow wing movement;
"Shoulder_Feathers_Ctr_Vis" controls the visibility of shoulder feather controllers;
"Feathers_A_Ctr_Vis" controls the visibility of feather layer A root controllers;
"Feathers_B_Ctr_Vis" controls the visibility of feather layer B root controllers;
"Feathers_C_Ctr_Vis" controls the visibility of feather layer C root controllers;
"Wing_Sec_Ctr_Vis" controls the visibility of wing feather secondary controllers;
"Feathers_A_Sec_Ctr_Vis" controls the visibility of feather layer A secondary controllers;
"Feathers_B_Sec_Ctr_Vis" controls the visibility of feather layer B secondary controllers;
"Feathers_C_Sec_Ctr_Vis" controls the visibility of feather layer C secondary controllers;
"Shoulder_Feathers_Sec_Ctr_Vis" controls the visibility of shoulder feather secondary controllers;
"Wing_Feathers_Ctr_Vis" controls the visibility of wing feather secondary controllers.
CTR_crv_L/R_wing_FeaT_rot_O/M/I: Overall rotation controller for wing feathers.
CTR_crv_L/R_wing_FeaT_rot_O/M/I_curl: Overall bending controller for wing feathers.
CTR_crv_L/R_leg_attr: Leg attribute controller 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 foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls the rotation order of the foot controllers;
"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 adduction and abduction;
"Toes_Curl" controls the toe bending;
"Toenail_Curl" controls the toenail curling;
"Toe_D_Follow_Target" controls whether the hallux toe follows foot movement.
...
In addition, there are controllers for each layer of feathers on the wings and tail feathers, as well as other detail controllers.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2025.3. Maya 2025 or above is recommended for compatibility.
Caveats
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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