King Cobra Snake - Rigged Low-poly 3D model

Highly realistic King Cobra snake model - Rigged, textured and animation ready!!

The model has been created inside of Zbrush and then moved to maya for the rigging process.

* 12802 faces
* 12934 vertices
* High Quality textures (4096 X 4096)
* Unwrapped UVs with NO overlapping.
* Diffuse Map
* Normal Map
* Specular Map
* Model centered in (0,0,0)
* Real size model
* Fully rigged
* Enriched by Blendshape expressions
* Detailed mouth and tongue movements
* Animation Ready
The product comes with the main Maya File (version 2016). The screenshots that I attached are rendered in Mental Ray and refined in Adobe Photoshop CS6.
I also provide the main skin shader for the snake, which is the result of the diffuse, normal and specular contribution applied to the 3D model.
There is a file containing the 3 maps that I explained before.
Finally I added 2 versions of the snake (.obj format), the former with the standard pose and the latter with the neck up. I thought I would be useful to provide a clean mesh of my snake for you (eventually for a custom use and set up)
Along with the forementioned material I attached a Vimeo link which explains a bit of my model. In particular I suggest that you watch it before starting to animate it.
In the video you will find the following arguments:

- Fast overview of the snake in the viewport
- Main Controllers to move the neck
- Important tip to smoothly move the neck up
- Mouth, head and tongue controllers
- "Slither" functionality
- Explanation of the "slither" functionality
- Example of the "slither" functionality
- Explanation of some deformers and blendshapes to roll and move the body


I studied and produced my rig so that you guys can learn the best and easiest way to move and animate the snake in your personal projects.
My concern is to give you the best in terms of productivity and efficiency.
Therefore, there are 3 important ways you can follow:

* you can use the sine deformer with amplitude and offset to create an "on spot" flowing movement, then by animating the global controller you can move it back and forth, left and right
* another way is to set up a path (as it is explained in the video) and animate the offset.
* a third way is to attach the global controller to a motion path and by adjusting the tail controller, head controllers, neck controllers, etc... you can obtain realistic results.

Well, it's up to you to decide the best animation strategy. keep in mind that you have several solutions.

Hope you like my work and if you have any question feel free to contact me at:

Thank you!!!


Tell the author what you think of this product!

alfredboris3ddg wrote
Wow!!! Amazing. I like this one.
aytacg26 wrote
Great work
marlis wrote
Love it!
VitLoss wrote
immanuellocra wrote
Thank you! Great one!
3dcn wrote
Very impressive!
jackfurneri1984 replied to 3dcn
Thank you 3dcn for your esteem!!!
louiscamogli wrote
So realistic!!
adamowillercg wrote
webcraft3d wrote
Great model
redcliffray3dunity wrote
Simply good!!!! Attention to details!!
Pratik-3D-Artist wrote
Amazing.. Excellent Work..!!!
julesspiga wrote
Excellent...seems real!
kathrecha wrote
superb details :)
jackfurneri1984 wrote
Thank you so much :)
acera17 wrote
Incredible so realistic ! :o
Timon wrote
Great work!!
faisalrashid wrote
pretty realistic


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Designer response: 76% in 1.4h
Available formats
  • Textures 21.3 MB
  • OBJ (.obj, .mtl) 1.44 MB
  • Maya 2016 (.ma, .mb) 20.4 MB
    Version: 2016, Renderer: Mental Ray
  • 3D Studio (.3ds) (Contact for availability) -
  • Autodesk FBX (.fbx) (Contact for availability) -
  • Stereolithography (.stl) (Contact for availability) -
More details
  • Publish date2016-07-24
  • Model ID#612314
  • Animated No
  • Rigged Yes(approved)
  • VR / AR / Low-poly Yes
  • PBR No
  • Geometry Polygon mesh
  • Polygons 12,802
  • Vertices 12,934
  • Textures Yes
  • Materials Yes
  • UV Mapping Yes
  • Unwrapped UVs Non-overlapping
  • Plugins used No