Introduction
This is a high-quality GermanShepherd 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,paws,pupils,sclerae,teeth,tongue.
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 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:59,427 , polygons:59,250
paws:vertices:4,734 , polygons:4,500
pupils:vertices:1,284 , polygons:1,344
sclerae:vertices:1,220 , polygons:1,280
teeth:vertices:40,988 , polygons:41,104
tongue:vertices:6,586 , polygons:6,584
Total:vertices:114,239 , polygons:114,062
Animations
No
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows::
GermanShepherd_CTR_Root controls the entire model.
CTR_gravity controls the center of gravity
CTR_body is the controller of the posterior spine.;
CTR_spine is the controller of the middle spine;
CTR_scapular is the controller of the anterior spine ;
CTR_neck_01、CTR_neck_02..are controllers of the neck;
CTR_head is the controller of the head
CTR_sight control the eyes,comes with a customized attribute, Blink controls the winking animation;
CTR_jaw controls the jaw and the opening and closing of the lower jaw;
CTR_Tongue_0、CTR_Tongue_1、CTR_Tongue_……is the controller of the tongue;
CTR_ear_a_L、CTR_ear_b_L、CTR_ear_a_R、CTR_ear_b_R…are the controller of the ears;
CTR_tail_1、CTR_tail_2……is the controller of the tail;
CTR_Shoulders_f_L、CTR_Shoulders_f_R are controllers of the scapulae;
CTR_Shoulders_b_L、CTR_Shoulders_b_R are controllers of the hip bone;
CTR_leg_f_R、CTR_leg_f_L are IK controllers of the front legs;
CTR_leg_B_R、CTR_leg_B_L are IK controllers of the hind legs;
CTR_palm_b_R、CTR_palm_b_L are load-bearing controllers of the hind legs;
CTR_palm_f_L、CTR_palm_f_R are load-bearing controllers of the front legs;
Additionally, the body comes with more auxiliary controllers.
And more.
With fine controllers, it's easier to create postures and animations, the features are as follows::
GermanShepherd_CTR_Root controls the entire model.
CTR_gravity controls the center of gravity
CTR_body is the controller of the posterior spine.;
CTR_spine is the controller of the middle spine;
CTR_scapular is the controller of the anterior spine ;
CTR_neck_01、CTR_neck_02..are controllers of the neck;
CTR_head is the controller of the head
CTR_sight control the eyes,comes with a customized attribute, Blink controls the winking animation;
CTR_jaw controls the jaw and the opening and closing of the lower jaw;
CTR_Tongue_0、CTR_Tongue_1、CTR_Tongue_……is the controller of the tongue;
CTR_ear_a_L、CTR_ear_b_L、CTR_ear_a_R、CTR_ear_b_R…are the controller of the ears;
CTR_tail_1、CTR_tail_2……is the controller of the tail;
CTR_Shoulders_f_L、CTR_Shoulders_f_R are controllers of the scapulae;
CTR_Shoulders_b_L、CTR_Shoulders_b_R are controllers of the hip bone;
CTR_leg_f_R、CTR_leg_f_L are IK controllers of the front legs;
CTR_leg_B_R、CTR_leg_B_L are IK controllers of the hind legs;
CTR_palm_b_R、CTR_palm_b_L are load-bearing controllers of the hind legs;
CTR_palm_f_L、CTR_palm_f_R are load-bearing controllers of the front legs;
Additionally, the body comes with more auxiliary controllers.
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.
Features
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.