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Introduction
This meticulously crafted, realistic otter character was created in Blender and rendered with the Cycles renderer. It includes the model, textures, hair, rigging, and four realistic animations. The model was built based on real anatomical references and features a detailed oral cavity. Most textures are in 4K resolution. The hair was carefully groomed to follow natural flow and volume, giving the otter a rich and dimensional appearance that fits seamlessly into natural environments. The character includes a comprehensive rigging system that ensures expressive performance, making it easy to integrate into various production pipelines while presenting a lifelike and vivid character.
Description
It consists of the body, eyes and oral cavity.
Polygons
Body: vertices: 18,896; polygons: 18,854
Eyes: vertices: 1,992; polygons: 2,112
Oral cavity: vertices: 26,166; polygons: 25,512
Total: vertices: 47,054; polygons: 46,478
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0O6M00_Lutra_Body_Hair_BaseColor.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Hair_BaseColor.1002.png, 4096* 4096
JF0O6M00_Lutra_Body_Hair_Mask.1001.png, 1024* 1024
JF0O6M00_Lutra_Body_Hair_Mask.1002.png, 1024* 1024
JF0O6M00_Lutra_Body_Skin_BaseColor.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_BaseColor.1002.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_BaseColor.1003.png, 1024* 1024
JF0O6M00_Lutra_Body_Skin_Normal.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_Normal.1002.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_Roughness.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_Roughness.1002.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_Specular.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_Specular.1002.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_SSS.1001.png, 4096* 4096
JF0O6M00_Lutra_Body_Skin_SSS.1002.png, 4096* 4096
JF0O6M00_Lutra_OralCavity_BaseColor.1001.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_BaseColor.1002.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_Normal.1001.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_Normal.1002.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_Specular.1001.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_Specular.1002.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_SSS.1001.png, 2048* 2048
JF0O6M00_Lutra_OralCavity_SSS.1002.png, 2048* 2048
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_root: Controls the entire character, with two customized attributes:
Follow_Head: Controls whether the head follows the rotation of the body’s center of gravity
Follow_Neck: Controls whether the neck follows the rotation of the body’s center of gravity
CTR_gravity: Controls the center of gravity, with three customized attributes:
tail_IK_FK: Switches tail between IK and FK modes
tail_IK_follow: Controls whether the tail follows the controller of the center of gravity in IK mode
tail_follow: Controls whether the tail follows the body rotation
CTR_spine_a/b/c: Spine IK controllers
CTR_neck_a/b: Neck controllers
CTR_head: Head controller
CTR_roll_FK_tail_a–l: Tail FK controllers
CTR_IK_foot_fr_a.L/R: Front leg IK controllers (left/right)
CTR_setting_fr.L/R: Each has 3 customized attributes:
IK_FK: Switch between IK and FK
IK_stretch: Enable/disable IK stretching for the legs
foot_follow_body: Control whether the foot follows the controller of the center of gravity
CTR_IK_foot_bk_a.L/R: Rear leg IK controllers (left/right)
CTR_setting_bk.L/R: Each has 2 customized attributes:
IK_FK: Switch between IK and FK
IK_stretch: Enable/disable IK stretching for the legs
CTR_jaw_b: Controls mouth opening
Facial rig: Detailed facial controllers for expressive face animation
And many more fine-tuned controllers...
Animations
Unlooped walking animation at 30 fps, frame range 0-240 frames
Unlooped rolling animation at 30 fps, frame range 0-245 frames
Unlooped trotting animation at 30 fps, frame range 0-240 frames
Loopable running animation at 30 fps, frame range 0-9 frames
Features
The model is in meter units at real-world scale.
To run faster, the hair is hidden with Render enabled. You can enable display if necessary.
To make the body hair better blend with the model, vertex color is used in the project for color control.
Except for the above instructions, the model can be directly rendered.
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