This is a high-quality male lion with maps, fur, rigging and four realistic animations. The model has realistic muscle structures and 4K maps in UDIM format, and the hair system in Blender makes the fur extremely realistic. And a detailed facial expression controller is available. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, eyes, lacrimal glands and teeth.
Body: vertices 54,172; polygons 53,936
Eyes: vertices 3,048; polygons 2,980
Lacrimal glands: vertices 1,356; polygons 1344
Teeth: vertices 17,512; polygons 17,016
Total: vertices 76,088; polygons 75,276
There is a Blender project and an OBJ file without rigging or animation.
Size of maps
With full controllers, the postures and animations are easier to create. The features are as follows:
root controls the entire model.
CTR_torse_F, CTR_torse_M and CTR_torse_B control the front, middle and rear center of gravity of the body.
CTR_torse_B come with multiple customized attributes: Head_follow controls whether the head follows; Neck_follow controls whether the neck follows; Tail_follow controls whether the tail follows; Tail_IKFK controls the non-seamless IK/FK switch of the tail.
CTR_torse_F.001 is a controller of the center of gravity of the body with a customized location, you can change its location and rotate, the center of rotation is the controller.
CTR_IK_spine_F, CTR_IK_spine_M and CTR_IK_spine_B control the front, middle and hind spine.
CTR_FK_tail_d, CTR_FK_tail_e, CTR_FK_tail_f…… are tail controllers.
CTR_SplineIK_tail_d, CTR_SplineIK_tail_g, CTR_SplineIK_tail_j and CTR_SplineIK_tail_m are IK controllers of the tail.
CTR_FK_neck_a and CTR_FK_neck_b are FK controllers of the neck.
CTR_head and CTR_IK_neck_c are head controllers.
CTR_head_track controls the direction of the head by its Location.
CTR_jaw controls the jaw.
CTR_eye, CTR_eye_S.L and CTR_eye_S.R control the movement of the eyes.
CTR_eye_S.L and CTR_eye_S.R control the dilation and miosis of the pupils.
CTR_Blink.L and CTR_Blink.R control the winking.
CTR_Eyebrow_Angry.L and CTR_Eyebrow_Angry.R are eyebrow controllers.
CTR_ShowTeeth02.L and CTR_ShowTeeth02.R control the movement of the corner of mouth.
CTR_ShowTeeth01.L and CTR_ShowTeeth01.R control the facial expression of showing teeth.
CTR_IKFK_B.L and CTR_IKFK_B.R are controllers of hind legs with customized attributes, the attribute IK_FK controls the non-seamless IK/FK switch of the hind legs.
CTR_IKFK_F.L and CTR_IKFK_F.R are controllers of fore legs with customized attributes, the attribute IK_ChainLength controls whether the ankle rotates following the IK controller in IK mode; IK_FK controls the non-seamless IK/FK switch of the fore legs.
CTR_IK_foot_root_F.L, CTR_IK_foot_root_F.R, CTR_IK_foot_root_B.L and CTR_IK_foot_root_B.R are IK controllers of the limbs.
CTR_IK_pad_F.L, CTR_IK_pad_F.R, CTR_IK_pad_B.L and CTR_IK_pad_B.R are detailed controllers of the toes, its Location-X controls the extension of toes, Location-Z controls the squeeze of paw pads, and Location-Y controls whether the toes are holding tight or relaxed, Rotation-X controls the pushing out and in of fingernails.
CTR_IK_roll_foot_F.L, CTR_IK_roll_foot_F.R, CTR_IK_roll_foot_B.L and CTR_IK_roll_foot_B.R are controllers of limbs, and their Location controls the center of rotation of the feet.
With a detailed facial controller to create more facial expressions.
Unlooped lying animation at 30 fps, frame range 0-405
Unlooped watching animation at 30 fps, frame range 0-365
Loopable running animation at 30 fps, frame range 0-78
Unlooped walking animation at 30 fps, frame range 0-250
The model is in meter units at real-world scale.
To run faster, the fur is hidden with Render enabled.
The hair dynamics of the mane for JF0LA12A9_Lion_Run_3.0 and JF0LA12A9_Lion_Walk_3.0 have been baked and are ready to be used.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D software such as Maya, 3DsMax, C4D, and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those software. You can contact the website to consult the result of format conversion before deciding whether to purchase.