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Horse (LightBrown) (RIGGED) (FUR)

3D Model License: Standard    Upgrade License
Apr 23, 2015
CheckMate Pro Certified
FORMATS
NATIVE
Maya 2014  |  mental ray
3D Model Specifications
15,134 Polygons
15,682 Vertices
Polygonal Quads only Geometry
Textures
Materials
UV Mapped
non-overlapping Unwrapped UVs
Rigged
Product ID: 914081
433 Products
Since 2005
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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 quads and loops. It is FULLY RIGGED and comes with Maya settings for MentalRay renderer.
(Ready to render exactly as you see above)


- eyes, corneaa, teeth , tongue and gum are included and modeled separately.


--8k High resolution textures (main color and normal maps are .tga):

-Color.tga (8192x8192)

-Specular.jpg (8192x8192)

-Normal.tga (8192x8192)


-----------------------

Formats included:

.mb (maya 2014 binary)
.ma (maya 2014 ascii)

-----------------------



Polycount (quads):

horse main: 9990
gum/teeth: 4692
tongue: 68
eyeballs/corneas: 384

background plane (simple Polygon Plane): 1

***********************

SHAVE AND A HAIRCUT NOTE:
You would need Shave and A Haircut for Maya 2014 (*/**) 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 rendering time is about 4 minute for an HD rendering 1200x1200 frame (rendered on a system based on a single Pentium Quadcore with 16GB RAM)

--6 different hair systems (mane_A/mane_B/tail/whiskers/eyelashes/ears)

The Shave and Haircut Fur is included in each MAYA format (2014 ma/mb).



* The actual files have been created with Shave and a haircut 8.0
** Please always use an updated Shave and a haircut release to avoid rendering issues.

The model is provided in the standard rigging pose.
The preview pose is also included in separate maya files.



RIG NOTES:

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.


***********************

NO POSTWORK ON THESE RENDERS (MENTAL RAY)
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