DESCRIPTION

Introduction
This is a high-quality young lion 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, lens2, tongue, nails, sclerae2, pupils*2, teeth and oral cavity.
Textures and materials: There are 21 .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 55,441; polygons 55,304
Lens: vertices 1,154; polygons 1,088
Tongue: vertices 2,946; polygons 2,944
Nails: vertices 11,440; polygons 11,200
Sclerae: vertices 8,456; polygons 8,448
Pupils: vertices 1,412; polygons 1,472
Teeth: vertices 18,938; polygons 18,344
Oral cavity: vertices 78,385; polygons 78,160
Total: vertices 173,944; polygons 172,736

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

Lion_Young_CTR_root: Controls the entire model.
CTR_gravity: Controls the movement of the entire body (except the feet), and comes with a customized attribute:
Rotate_Order controls the rotation order of this controller.
CTR_IK_spine_a, b, c: Control the posterior, middle, and anterior parts of the spine.
CTR_IK_spine_a: comes with customized attributes:
Rotate_Order controls the rotation order of this controller;
Stretch_Control_Vis controls the visibility of the stretch controller.
CTR_IK_spine_c: comes with customized attributes:
IK_FK switches between the IK/FK for the neck;
Follow_Target controls whether the neck follows the spine movement;
Rotate_Order controls the rotation order of this controller.
CTR_FK_tail: Tail root controller, with customized attributes:
IK_FK switches between the IK/FK for the tail;
Follow_Target controls whether the tail follows the pelvis movement;
Stretch_Control_Vis controls the visibility of the tail secondary stretch controller.
CTR_chest: Controller for the abdomen, controls breathing.
CTR_head: Head controller, with customized attributes:
Follow_Target controls whether the head follows the neck movement;
Rotate_Order controls the rotation order of this controller.
CTR_L_jawmaster and CTR_jaw_b, c: Mouth controllers.
CTR_L/R_eye1: Eye controllers.
CTR_L/R_U/D_eye_blink: Upper and lower eyelid controllers.
CTR_setting_leg_F/B_L/R: Attribute controllers for the four legs, with customized attributes:
IK_FK switches between the IK/FK for the legs;
Pole_Vector_Follow controls whether the pole vector controller follows the foot movement;
Stretch_Control_Vis controls the visibility of the secondary stretch controller for the legs;
Foot_Rotate_Order controls the rotation order of the foot controller.
CTR_foot_f/b_L/R: Controllers for the four feet, with customized attributes:
Heel_Raise controls the heel raise;
Toe_Raise controls the toe raise;
Foot_Eversion controls the foot eversion;
Foot_Inversion controls the foot inversion;
Foot_Pivot controls the foot pivoting;
Toe_Spread controls the toe abduction;
Toe_Curl controls the toe flexion;
Toenail_Curl controls the toenail pivoting;
Rotate_Order controls the rotation order of this controller.
UI_L/R_eyebrow_angry_anim: UI controllers for eyebrow expressions.
UI_L/R_eye_blink_anim: UI controllers for blinking.
UI_L/R_breath_anim: UI controllers for nose breathing.
UI_L/R_mouth_angry_anim: UI controllers for angry facial expressions.
UI_L/R_mouth_T/M_anim: UI controllers for different positions of the lips.
Additionally, the face has more controllers and 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.

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File formats
MA
Autodesk Maya<br />Version: 2024 - Renderer: Arnold<br />File Size: 623 MB
MEL
Maya Mel Script<br />File Size: 623 MB
JPG
JPG<br />File Size: 623 MB
PNG
PNG<br />File Size: 623 MB
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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
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Materials
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UV Mapping
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Model is not 3D printable
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Geometry
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172736 polygons
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/ 173944 vertices
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