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Toy Dog Rigged

Royalty Free License
- All Extended Uses
Included Formats
Apr 10, 2013
CheckMate Pro Certified
Maya 2012 mental ray 3.9.1.36
Maya 2012 mental ray 3.9.1.36
OBJ 2012
FBX 2012

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3D Model Specifications
Product ID:733864
Published:
Geometry:Polygonal Quads only
Polygons:1,584
Vertices:1,590
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since February 2011
Currently sells 106 products
Achievements:
Product Rating
Unrated
Description
Cartoon stylized Toy Dog Character , suitable for use in broadcast, high-res film close-ups, advertising, design visualization. Rigged.

- Clean mesh edge loops, Quads Only.
- Model has real-world scale and is centered near 0,0,0. (he is circa 30 cm tall)
- Objects, Materials, Textures use meaningful names. (striped texture path names)
- No Third-party renderer or plug-ins needed.

Completely UV mapped, smoothable , made with Maya.
Ready to render. All UVs grouped into one 0 to 1 UV space.

High resolution texture:

toydog_color 4096 x 4096 (TGA file format)
toydog_specular 4096 x 4096 (TGA file format)
toydog_bump 4096 x 4096 (TGA file format)


Formats included:

.ma (Maya 2012 ASCII) non rigged version of the model
.ma (Maya 2012 ASCII) rigged version of the model
.obj (Alias Wavefront)
.fbx

In Maya the model can be used without the smooth mesh preview as a background character or with the smooth applied as a hero character, all the presentation images are rendered with the smooth turned on, with the exception of the wireframes images.

Correct Color Management has been set for the Maya Scene.

Simple Phong Material and scene setup , with one directional light and a Sphere for the Final Gather Illumination and one sphere for the enviroment reflection,

---
basic rig based on FK that controls the rotation of limbs , torso and head , plus a main control that controls translation , rotation and scale of the entire character.
Plus ,the following controls nodes (that you can find in the outline panel) have a 'inherit Rotation' attribute which let the turn on or off the fact that the control inherit the rotation of the parent control:
CONL_hipINH CON - L_kneeINH CON - L_shoulderINH CON - L_elbowINH CON -R_hipINH CON - R_kneeINH CON - R_shoulderINH CON - R_elbowINH CONspine_b - INH CONchestINH - CONheadINHCON - L_scapulaINH CON - R_scapulaINH
Enjoy!!
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