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Introduction
This is a high-quality Red Panda character featuring a detailed model, textures, hair, rigging, and 3 animations. The body comes with accurate muscle structure and a realistic oral cavity model, and most textures are in 4K resolution. Since real red pandas have thick, fluffy fur, our team used a complex hair system to create an extremely realistic hair effect, reaching film-like quality. It is suitable for close-ups and close shots. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, lacrimal glands and oral cavity.
Polygons
Body: vertices: 38,249; polygons: 37,762
Eyes: vertices: 1,894; polygons: 1,920
Tear Glands: vertices: 784; polygons: 704
Oral Cavity: vertices: 31,093; polygons: 30,606
Total: vertices: 72,020; polygons: 70,992"
Project Format There is a Blender project and an OBJ file.
Size of Maps
JF0O4V00_RedPanda_Hair_BaseColor.1001.png, 4096* 4096
JF0O4V00_RedPanda_Hair_BaseColor.1002.png, 4096* 4096
JF0O4V00_RedPanda_Hair_Roughness.1001.png, 2048* 2048
JF0O4V00_RedPanda_Hair_Roughness.1002.png, 2048* 2048
JF0O4V00_RedPanda_Skin_BaseColor.1001.png, 4096* 4096
JF0O4V00_RedPanda_Skin_BaseColor.1002.png, 4096* 4096
JF0O4V00_RedPanda_Skin_BaseColor.1003.png, 4096* 4096
JF0O4V00_RedPanda_Skin_Normal.1001.png, 4096 4096
JF0O4V00_RedPanda_Skin_Normal.1002.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Normal.1003.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Roughness.1001.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Roughness.1002.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Roughness.1003.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Specular.1001.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Specular.1002.png, 4096 *4096
JF0O4V00_RedPanda_Skin_Specular.1003.png, 4096 *4096
JF0O4V00_RedPanda_Skin_SSS.1001.png, 4096 *4096
JF0O4V00_RedPanda_Skin_SSS.1002.png, 4096 4096
JF0O4V00_RedPanda_Skin_SSS.1003.png, 4096* 4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_root: Controls the entire model. It has two customized attributes:
Follow_Head: Controls whether the head follows the body rotation.
Follow_Neck: Controls whether the neck follows the body rotation.
CTR_gravity: Controls the center of gravity. It has three customized attributes:
tail_IK_FK: Switches between IK and FK for the tail.
tail_IK_follow: Controls whether the tail IK controller follows the body controller's movement.
tail_follow: Controls whether the tail IK and FK controllers follow the body controller's rotation.
CTR_spine_a, CTR_spine_b, CTR_spine_c: IK controllers for the spine.
CTR_head: Head controller.
CTR_FK_tail_c-l: FK controllers for the tail.
CTR_IK_tail_a-d: IK controllers for the tail.
CTR_IK_foot_fr_a.L, CTR_IK_foot_fr_a.R: IK controllers for the front legs.
CTR_setting_fr.L, CTR_setting_fr.R: Each contains three customized attributes:
IK_FK: Switches between IK and FK modes for the legs.
IK_stretch: Controls whether the legs stretch in IK mode.
foot_follow_body: Controls whether the front paws follow the center of gravity controller’s movement.
CTR_IK_foot_bk_a.L, CTR_IK_foot_bk_a.R: IK controllers for the hind legs.
CTR_setting_bk.L, CTR_setting_bk.R: Each contains two customized attributes:
IK_FK: Switches between IK and FK modes for the legs.
IK_stretch: Controls whether the legs stretch in IK mode.
CTR_jaw_b: Controls the opening of the mouth.
And many more…
Animation
Unlooped walking animation at 30 fps, frame range 0-240 frames
Unlooped trotting animation at 30 fps, frame range 0-240 frames
Unlooped playing animation at 30 fps, frame range 0-330 frame
Features
The model is created to a real-world scale with a unit size of 1 meter.
The hair is disabled in the viewport for faster project performance, with rendering enabled. You can turn on the display if needed.
Aside from the above, the character is ready for rendering directly within the project."
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