White Horse Animation - MAYA Character Asset

Rigging

With maps, fur, rigging. no animation.

$330
Choose License:

Animations

With maps, fur, rigging and 2 animations.

$399
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
286,070
Vertices
288,469
Textures
Materials

Introduction

This is a high-quality white horse model with maps, fur, rigging and one running 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, two pupils, two sclerae, two lacrimal caruncles, upper teeth, lower teeth and tongue.
Textures and materials: There are 17 .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 62,436; polygons 62,386
Pupils: vertices 1,450; polygons 1,408
Sclerae: vertices 20,804; polygons 20,800
Lacrimal caruncles: vertices 4,500; polygons 4,448
Upper and lower teeth: vertices 193,998; polygons 191,780
Tongue: vertices 5,281; polygons 5,248
Total: vertices 288,469; polygons 286,070

Animations

Run: Frames 1-10 are reserved for simulated dynamics, with the actual animation starting at frame 11. The animation loop runs from frames 11 to 35, with a frame rate of 60fps.

 

Rigging

With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_Root: Controls the entire body.
CTR_crv_Gravity: Controls the movement of the whole body (excluding the hoofs).
CTR_crv_F_torse: Controls the movement of the front half of the body.
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine: Control the front, rear, and middle of the spine.
CTR_crv_B_spine: Comes with customized attributes:
IK_FK switches between the IK/FK for the spine;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of the controller.

CTR_crv_belly: A preset controller for the belly, controlling the breathing motion.
CTR_crv_neck_spine: The root controller for the neck.
CTR_crv_neck_attr: The attribute controller for the neck, with customized attributes:
"IK_FK" switches between the IK/FK for the tail;
"IK Stretch" controls the IK stretching;
"Follow Target" controls the intensity of neck rotation following;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the neck.
CTR_crv_tail_attr: The attribute controller for the tail, with customized attributes:
Tail_IK_FK switches between the IK/FK for the tail;
"IK Stretch" controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
"Tail Follow Target" controls the tail behavior of following.
CTR_crv_FK_tail_ro: The FK rotation controller for the tail.
CTR_crv_head: The head controller, with customized attributes:
Sec_Control_Vis controls the visibility of secondary stretch controllers for the head;
"Follow Head" controls whether the head follows the neck's movement;
Rotate_Order controls the rotation order of the controller.
CTR_crv_jaw_ro, CTR_crv_jaw_1/2/3: Controllers for opening the mouth and jaw.
CTR_crv_tongue: The root controller for the tongue.
CTR_crv_eye: The controller for the eyes.
CTR_crv_L/R_blink: Preset controllers for opening and closing the eyes.
CTR_crv_L/R_F_shoulder, CTR_crv_L/R_B_hip: FK root controllers for the shoulder blades and the hips.
CTR_crv_L/R_F/B_foot: Attribute controllers for the four legs, with customized attributes:
IK_FK switches between the IK/FK for the legs;
"IK Stretch" controls the IK stretching;
Pole_Vector_Follow controls whether the pole vector controller follows the foot movement;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of the foot controller.
CTR_crv_L/R_F/B_foot_poll: Functional controllers for the four feet, controlling the raising of heel, raising of toe, foot inversion, foot eversion, foot pivoting, and toe abduction.
...
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.

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Rigging

With maps, fur, rigging. no animation.

$330
Choose License:

Animations

With maps, fur, rigging and 2 animations.

$399
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
286,070
Vertices
288,469
Textures
Materials
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