Realistic King Cobra Rig

Realistic King Cobra Rig

Realistic King Cobra – Rigged low-poly 3d model rigged ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps.

Highly realistic King Cobra snake model – Rigged, textured and animation ready!!

The model has been 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 in (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 that I 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. There is a file containing the 3 maps that I explained before. Finally I added 2 versions of the snake (.obj format), the former with the standard pose and the latter with the neck up. I thought I would be useful to provide a clean mesh of my snake for you (eventually for a custom use and set up)

Along with the forementioned material there is a vimeo link ( ) which explains a bit of my model. In particular I suggest that you watch it before starting to animate it. In the video you will 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 3 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 it is 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 and if you have any question feel free to contact me at:

Thank you!!!


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