High Detailed Photorealistic Horse (Light Brown Color); FULLY RIGGED, UVunwrapped and smoothable, made with Maya. Shave and a haircut for hair.
This model has a clean geometry based on loops and 'only' quads. It is FULLY RIGGED and comes with Maya settings for Arnold renderer. (Ready to render exactly as you see above - hit the '3' button for the geometry approximation preview and render)
- eyes, corneas, gum, teeth and tongue are modeled separately.
8k High resolution textures (main color and normal maps are .tga):
hairCurvesExportedMaya2017.ma - hair curves (nurbs) converted from shave and a haircut hair primitives.
hairCurvesExported.fbx - hair curves (nurbs) converted from shave and a haircut hair primitives.
Mesh resolutions- Polycount (quads):
main horse mesh: 9990 gum/teeth: 4692 tongue: 68 eyeballs/corneas: 384
background plane: 1
SHAVE AND A HAIRCUT NOTE: You would need Shave and A Haircut for Maya 2017 (*/**) in order to render the hair, otherwise you would be able to render only the main mesh. For an even better render quality you can increase the hair primitives count up to your machine memory limit (The actual renders have been made on a machine based on a single I7 cpu with 16 gigs of ram - about 8 minutes for a 1480x800 frame) --7 different hair systems for a total of about 1.5m hairs.
Included: Exported hair curves created by hair primitives (FBX and Maya 2017 ascii) so you can use them as guides if you' re using a different Fur/Hair plugin.
* The actual files have been created with Shave and a haircut 9.5 ** Please always use an updated Shave and a haircut release to avoid rendering issues.
ARNOLD NOTES: The actual rendering settings (AA=4) are for a medium quality output (preview images shown above). To get better quality images you can increase the Arnold settings up to your machine limit.
This model is rigged using simple ikHandles and NURBS primitive control objects to help achieve realistic animations of the limbs, joints, and muscles. The rig in scalable. Control objects can be easily manipulated through the transform tools to achieve desired animations.
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