A realistic model of an African Lion that is fully rigged in Maya 2015. There is a folder set up for rendering in Vray, and a second folder set up for rendering in Arnold. IMPORTANT: The Arnold version is for Maya 2018! This is because of the many changes made to the Arnold shaders through the versions. Lets hope they have made up their mind now. So the Arnold Lion fur has aiStandardHair applied to it.
The Lion has been set up in centimeters, and has a length of 230 cm and a height of 120 cm. However, if you want to use it at a different scale, you can do that with a single Scale attribute that is on the master control curve. Some adjustments on the fur length and thickness are required after scaling. The lions body consists of the following parts:
Skin (including gums and tongue): 5850 quads.
Upper teeth: 3028 quads.
Lower teeth: 3356 quads.
2 inner eyes and 2 outer eyes: 6384 quads.
38 claws: 4752 quads.
44 feet pads: 646 quads.
Genitals (so the prudes who find them offensive can delete them): 544 quads.
The fur has been done with an XGen fur collection that consists of 7 separate descriptions, and the dynamic manes are driven through Mayas nHair curves. The Fur is attached to a copy of the body with 3 subdivisions on it and texture deformers to make the fur line up correctly with the snarl, veins and muscles displacement on the render body. The presence of the XGen fur greatly reduces interactivity and frame rates. Therefore the lion is split up in 2 files. One file has the bald lion with all the animation controls and shaders on the geometry. This lion is very light and responsive and can also be used to set up the lights and render settings. The second file has a High Res furbase geometry driven by a Low Res copy of the body without any controls or rigging. After posing and / or animating the first lion, you import the skin with the fur and hook up the skin to the animation lion. The manual describes this process in detail.
All geometry is laid out non-overlapping in UV space and share the same texture files. These files are:
Diffuse Color and Displacement (8192 x 8192 jpg and 16 bit tif).
Specular Color (4096 x 4096 jpg)
Snarl Displacement file for the render body (2048x 2048 16 bit tif)
Snarl Vector Displacement file (4096 x 4096 32 bit tif) for the snarl texture deformer on the fur base.
Why it is set up in this way with 2 different snarl displacement files is a bit complicated to explain here.
The fur is textured with Ptex files which were derived from four 2048 x 2048 jpg texture files that are included with the model. The fur modifiers are mapped with Ptex files that were derived from ten 1024 x 1024 jpg files that are also included.
The skin, feet pads, claws and teeth have one Vray skin shader applied to them, the translucency of which is mainly visible in the claws, tongue and teeth.