Realistic King Cobra Rig

Realistic King Cobra Rig

3docean

Realistic King Cobra – Rigged Low-Poly 3D Model Ready for Virtual Reality, Augmented Reality, Games, and Real-Time Apps. Highly Realistic King Cobra Snake Model – Rigged, Textured, and Animation-Ready!! The model was created inside of ZBrush and then moved to Maya for the rigging process. Details: 12802 Faces 12934 Vertices High-Quality Textures (4096 x 4096) Unwrapped UVs with No Overlapping Diffuse Map Normal Map Specular Map Model Centered at (0, 0, 0) Real-Size Model Fully Rigged Enriched by Blendshape Expressions Detailed Mouth and Tongue Movements Animation-Ready! The product comes with the main Maya File (version 2016). The screenshots attached are rendered in Mental Ray and refined in Adobe Photoshop CS6. I also provide the main skin shader for the snake, which is the result of the diffuse, normal, and specular contribution applied to the 3D model. A file containing the three maps is included. Finally, I added two versions of the snake (.obj format): one with the standard pose and another with the neck up. This will be useful for a custom use and setup. Along with the mentioned material, there is a Vimeo link (https://vimeo.com/175941841) that explains a bit about my model. It's recommended to watch it before starting to animate it. In the video, you'll find the following arguments: * Fast overview of the snake in the viewport * Main Controllers to move the neck * Important tip to smoothly move the neck up * Mouth, head, and tongue controllers * "Slither" functionality * Explanation of the "slither" functionality * Example of the "slither" functionality * Explanation of some deformers and blendshapes to roll and move the body SMALL TIPS TO ANIMATE THE RIG WITH PROFESSIONAL QUALITY My concern is to give you the best in terms of productivity and efficiency. Therefore, there are three important ways you can follow: You can use the sine deformer with amplitude and offset to create an "on spot" flowing movement, then by animating the global controller, you can move it back and forth, left and right. Another way is to set up a path (as explained in the video) and animate the offset. A third way is to attach the global controller to a motion path and by adjusting the tail controller, head controllers, neck controllers, etc., you can obtain realistic results. Well, it's up to you to decide the best animation strategy. Keep in mind that you have several solutions. Hope you like my work! If you have any questions, feel free to contact me at jackfurneri1984@gmail.com. Thank you!!!

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