DESCRIPTION

Introduction
This is a high-quality panthera onca model with maps, fur and rigging . 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, paws, pupils, sclerae, lacrimal glands, tears and tongue.
Textures and materials: There are 5 .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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution.

Meshes
Body: vertices 27,284; polygons 27,262
Paws: vertices 6,112; polygons 6,080
Pupils: vertices 4,996; polygons 4,992
Sclerae: vertices 3,972; polygons 3,968
Lacrimal glands: vertices 744; polygons 736
Tears: vertices 1,008; polygons 960
Tongue: vertices 2,265; polygons 2,240
Total: vertices 46,381; polygons 46,238

Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:

CTR_crv_Root: Controls the entire model.
CTR_crv_M_torse: Controls CTR_crv_gravity.
CTR_crv_gravity: Controls the movement of the entire body except the paws.
CTR_crv_M_spine: Controls the front half of the body starting from the middle of the spine.
CTR_crv_F_spine, CTR_crv_B_spine: Control the anterior and posterior spine.
CTR_crv_belly: Controls the abdomen.
CTR_crv_B_spine: Comes with customized attributes:
IK_FK switches between IK/FK of the spine;
IK Stretch controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls rotation order of this controller.
CTR_crv_F_spine: Comes with customized attributes:
Follow Neck controls the intensity for the neck following the parent rotation.
CTR_crv_neck: Neck controller.
CTR_crv_B_neck: The IK controller for the root of the neck, with customized attributes:
IK_FK switches between IK/FK of the neck;
IK Stretch controls the IK stretching;
Stretch_Control_Vis controls visibility of secondary stretch controllers;
Follow Head controls whether the head follows neck movement.
CTR_crv_F_neck, CTR_crv_M_neck: IK controllers for the front and middle of the neck.
CTR_crv_tail: Root controller for the tail, with customized attributes:
IK_FK switches between IK/FK of the tail;
IK Stretch controls the IK stretching;
Follow_Target controls whether the tail follows the hip movement;
Stretch_Control_Vis controls visibility of secondary stretch controllers for the tail.
CTR_crv_head: Controller for the head, with one customized attribute:
Stretch_Control_Vis controls the visibility of the secondary stretch controllers for the head;
CTR_crv_jaw_1, CTR_crv_jaw_2: Controllers for the mouth and jaw.
CTR_crv_FK_tongue: Root controller for the tongue, with customized attributes:
Tongue_IK_FK switches between IK/FK of the tongue;
IK_Stretch controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers.
CTR_crv_eye: Controller for the eyes.
CTR_crv_L/R_F_FK_shoulder, CTR_crv_L/R_B_FK_hip: FK root controllers for the shoulder blades and the hip bones.
CTR_crv_L/R_F/B_foot: Attribute controllers for all four legs with customized attributes:
IK_FK switches between IK/FK of the legs;
IK Stretch controls the IK stretching;
Pole_Vector_Follow controls whether the pole vector follows foot movement;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the legs;
Toe_Curl that controls toe flexion;
Rotate_Order controls the rotation order of the foot controllers.
CTR_crv_L/R_F/B_foot_poll: Controllers for all four feet, these controllers also control heel raise, toe raise, foot eversion, foot inversion.
CTR_crv_L_B_toe_spread: Controllers for the toe abduction and adduction.
CTR_crv_UI_control_grp is the facial UI control group, which contains many expression controllers of the facial UI panel;
Additionally, there are more facial controllers, other UI controllers and more body controllers.

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.

REVIEWS & COMMENTS

See what other buyers think about this model - real feedback on quality,
accuracy, and usability.
There are no reviews or comments yet. Please be the first one to write it.
BEST PRICE GUARANTEED
Found this model cheaper on another marketplace? Let our support team know - we’ll match it.
NEW
Recently added to CGTrader - explore one of the latest models on the marketplace.

Jaguar Rigged - Maya VFX Grace 3D model

Custom License (no AI)
Hire
Like this model to show appreciation to the designer.
See how many times this model was viewed.
Share this model to support the designer and boost their visibility.
File formats
MA
Autodesk Maya<br />Version: 2024 - Renderer: Arnold<br />File Size: 928 MB
MEL
Maya Mel Script<br />File Size: 928 MB
JPG
JPG<br />File Size: 928 MB
PNG
PNG<br />File Size: 928 MB
Provided by designer
Information and details shared directly by the model's designer.
3D Features
The model has a skeleton or bone structure, making it ready for posing or animation.
PBR
Uses Physically Based Rendering materials, which give the model realistic lighting and surface properties.
Textures
The model includes image files (textures) that add color, patterns, or detail to its surfaces.
Materials
The model has material settings that define how surfaces look (color, shine, transparency, etc.).
UV Mapping
The model's surfaces are mapped to a 2D image, allowing textures to display correctly.
3D printing
Indicates whether the designer marked this model as suitable for 3D printing.
Model is not 3D printable
The designer indicates this model is intended for digital use only (rendering, animation, or AR/VR) and not for 3D printing.
Geometry
Polygon mesh
A model built from polygons (triangles or quads) connected in a mesh.
46238 polygons
The total number of polygons (flat shapes) that make up the 3D model.
/ 46381 vertices
The number of points (corners) that define the shape of the model's polygons.
Unwrapped UVs
Publish date
Model ID
Chat