With maps, fur, rigging. no animation.
With maps, fur, rigging and 2 animations.
Introduction
This is a high-quality wolf 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, eyes, eyelids, oral cavity, tongue and paws.
Textures and materials: There are 16 .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 25,376; polygons 25,374
Eyes: vertices 2,376; polygons 2,432
Eyelids: vertices 832; polygons 832
Oral cavity: vertices 18,271; polygons 18,046
Tongue: vertices 2,714; polygons 2,712
Paws: vertices 3,120; polygons 3,054
Total: vertices 52,689; polygons 52,450
Animations
Loopable walking animation at 30 fps, frame range 1-226
Loopable running animation at 30 fps, frame range 1-15
Unlooped howling animation at 30 fps, frame range 1-231
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Rig controls the entire model.
CTR_gravity controls the center of gravity.
CTR_body controls the posterior spine.
CTR_spine controls the middle spine.
CTR_scapular controls the anterior spine. It comes with a controller to switch between IK/FK of the neck.
CTR_IK_neck_a, CTR_IK_bneck_b ... are IK controllers of the neck.
CTR_FK_neck_a, CTR_FK_neck_b ... are FK controllers of the neck.
CTR_head controls the head.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R ... control the ears.
CTR_tail1, CTR_tail2 ... control the tail.
CTR_Shoulders_L1 and CTR_Shoulders_R1 control the scapula.
CTR_Shoulders_L and CTR_Shoulders_R control the hip bone.
CTR_FK_tongue_a, CTR_FK_tongue_b ... control the tongue.
CTR_sight controls the eyes. It comes with a customized attribute:
Blink controls the blinking animation.
CTR_jaw controls the jaw and the opening and closing of the mouth.
CTR_leg_f_R and CTR_leg_f_L are IK controllers of the front legs.
CTR_leg_B_R and CTR_leg_B_L are IK controllers of the hind legs.
CTR_palm_b_R and CTR_palm_b_L are load-bearing controllers of the hind legs.
CTR_palm_f_L and CTR_palm_f_R are load-bearing controllers of the front legs.
Additionally, there are more auxiliary controllers of the body.
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. no animation.
With maps, fur, rigging and 2 animations.
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