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Overview
High-fidelity male lion asset optimized for film, VFX, and real-time preview pipelines. Built at real-world scale in Blender with a physically-plausible hair system, muscle-driven deformations, and a concise, animator-friendly rig. Includes five polished animations and fully layered UDIM texture sets for close-up cinematics.
What you get
- Blender project file (native, Blender + Cycles-ready)
- OBJ export (geometry only — no rig/animation)
- Full texture set (UDIM 4K maps)
- Rig with animator controls and facial system
- Four animation clips (walk, run, lying, watching)
- Real-world scale: Meters
Texture sets
- Body (UDIM): BaseColor / Normal / Roughness / Specular / SubsurfaceAmount — 4096×4096 (UDIM tiles)
- Teeth & nails: 4096×4096
- Eyes: 2048×2048 (mask + basecolor)
- All maps supplied in PNG / JPG where appropriate.
Formats
- .blend (native Blender project with hair, rig, animations)
- .obj (geometry-only export)
Rig & Facial System
Production-oriented, animator-friendly rig with global and localized controls for reliable posing and performance. Core features:
- Global root + torso controllers for body weighting and center-of-mass adjustments.
- FK/IK switching on limbs with roll and pad controls for natural paw placement.
- Spline/IK tail setup and layered FK tail controls.
- Multi-controller head & neck system with head-track and jaw controls.
- Detailed facial controls: eyes (look/iris dilation), blink channels, brows, and mouth corner / show-teeth attributes.
- Tailored attributes for IK/FK blending and behavioral constraints (e.g., Head_follow, Neck_follow, Tail_IKFK).
Animations
All animations baked and scene-ready (30fps):
- Lying
- Watching
- Running
- Walking
Production Notes & Workflow Tips
- Mane hair system is authored in Blender; fur is toggled off for viewport performance and enabled for final renders.
- Mane dynamics for the Walk/Run clips are pre-baked for immediate use.
- Asset is delivered in Blender and fully tested with Cycles. Exported OBJ provides geometry for cross-DCC workflows but excludes hair, rig, and baked animations.
Compatibility
- Primary support: Blender (full feature parity).
- Cross-software: If your pipeline relies on Maya/3ds Max/Cinema 4D, expect that hair, rigging, and animation will not transfer cleanly — manual rework will be required.
Use cases
Feature VFX, animated sequences, cinematic previs, advertising, educational visualization, portfolio shots, and real-time prototyping.
REVIEWS & COMMENTS
accuracy, and usability.
