Sphynx Cat Black Rigged

Soft: Maya 2018 | Arnold 3.1.1.1

High detailed realistic Sphynx Cat model. Clean UVmapped, professional textured and rigged. Based on high quality sculpting and best references.
Smoothable mesh with quads mostly.
Mouth is openable and have all inside stuff.
Claws, eyes, gum, teeth and tongue are separated meshes.

Scene is ready to render with Arnold render to have the same result as on thumbnails.

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POLYCOUNT: 48845 (polygons)

Mesh is quad based mainly with less count of triangles, smoothable and clean.

Body mesh is 30447 polygons.

All other meshes (claws, eyeballs, mouth, teeth) is 18398 polygons.

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TEXTURES: 8192×8192 JPG files.

Textures for:
– Body (8192×8192)
– Eye Cornea (1024×1024)
– Eye Sclera (2048×2048)

Texture types:
– Diffuse
– Specular
– Normal
– Displacement
– Occlusion

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MEASUREMENT UNITS: Centimeters.

Model is a real world scale.

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FORMATS included:
.mb (maya 2011 binary)
.obj (alias wavefront)
.FBX (Autodesk)

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EYES

-There is ColorCorrect node in Hypershade after Cornea texure, so you can adjust Hue and Saturation to get any color of eye, without texture editing.

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RIG NOTES:

This model is rigged using ikHandles and NURBS primitive control objects with a lot of options like fetlock, toe roll and so (can be founded in channelbox).
The rig in scalable. Control objects can be manipulated through the transform tools to achieve desired pose or animations.
Full rig description available to free download in Additional Files section. Rig very flexible and deep.

-Skinned mesh also available as FBX file in supporting items section.
-Rig only scene itself also available as .mb file in supporting items section.

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LIGHT RELATIONSHIPS

-Ground plane is not affected by lights: Back_Down_Light, Side_Light, Back_Contour_Light because of specific location.
-Back_Down_Light is not affect Sphynx_Eye_Shell_L_mesh and Sphynx_Eye_Shell_R_mesh to avoid ugly highlight.

You can change this, if you want, in In Relationship Editors > Light Linking.

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NOTE: This model contains poles (more than 5 edges that converge to a single vertex) in the center of eye mesh (see wireframe screens).

Model provided in the standart rigging pose.

NO PLUG-IN needed!

NO POSTWORK on this renders.

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