Introduction
This highly detailed guinea baboon character features an accurate muscle structure and 4K textures, with a realistic hair system created in Blender to meet film-quality animation standards. The model comes with a set of highly detailed rigging and a rich facial control system for expressive performances. It includes four meticulously designed realistic animations, showcasing natural baboon behaviors such as walking, running, and feeding. The model is ideal for use in documentaries, films, and other professional productions.
Description
It consists of the body, lacrimal glands, corneas, pupils, oral cavity, lower teeth and upper teeth.
Polygons
Body: vertices: 81,613; polygons: 81,502
Lacrimal glands: vertices: 3,796; polygons: 3,768
Corneas: vertices: 964; polygons: 1,024
Pupils: vertices: 1,348; polygons: 1,408
Oral cavity: vertices: 8,034; polygons: 7,926
Lower teeth: vertices: 8,016; polygons: 7,984
Upper teeth: vertices: 8,720; polygons: 8,688
Total: vertices: 112,491; polygons: 112,300
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0N9Z0D_Baboon_Body_Hair_BaseColor.1001.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Hair_BaseColor.1002.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Hair_BaseColor.1003.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Normal.1001.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Normal.1002.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Normal.1003.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Skin_BaseColor.1001.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Skin_BaseColor.1002.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Skin_BaseColor.1003.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Specular.1001.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Specular.1002.png, 4096* 4096
JW0N9Z0D_Baboon_Body_Specular.1003.png, 4096* 4096
JW0N9Z0D_Baboon_Eye_BaseColor.png, 2048* 2048
JW0N9Z0D_Baboon_OralCavity_BaseColor.1001.png, 4096* 4096
JW0N9Z0D_Baboon_OralCavity_BaseColor.1002.png, 4096* 4096
JW0N9Z0D_Baboon_OralCavity_Normal.1001.png, 4096* 4096
JW0N9Z0D_Baboon_OralCavity_Normal.1002.png, 4096* 4096
JW0N9Z0D_Baboon_OralCavity_SSS.1001.png, 4096* 4096
JW0N9Z0D_Baboon_OralCavity_SSS.1002.png, 4096* 4096
JW0N9Z0D_Baboon_Tooth_D_BaseColor.png, 4096* 4096
JW0N9Z0D_Baboon_Tooth_D_Normal.png, 4096* 4096
JW0N9Z0D_Baboon_Tooth_U_BaseColor.png, 4096* 4096
JW0N9Z0D_Baboon_Tooth_U_Normal.png, 4096* 4096
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_root: Controls the entire character
CTR_gravity: Center of gravity controller for the body with multiple customized attributes:
Head_Follow: Controls whether the head follows the body
Neck_Follow: Controls whether the neck follows the body
Tail_Follow: Controls whether the tail follows the body
Tail_IKFK: Switches tail IK/FK mode
CTR_spine_c/b/a: Controllers for rear, middle, and front spine
CTR_FK_tail_c–f: FK tail controllers
CTR_IK_tail_a–d: IK tail controllers
CTR_neck_a/b: Neck controllers
CTR_head: Head controller
CTR_eye.L/R/eye: Eye controllers
CTR_jaw_a/b: Jaw controllers
CTR_NoseBridge.001/002: Nose bridge controllers
CTR_Eyebrow.L/R/M: Eyebrow controllers
CTR_eyelid_u_root.L/R: Upper eyelid controllers
CTR_eyelid_d_root.L/R: Lower eyelid controllers
CTR_cheekbone.L/R: Cheek controllers
CTR_maxilla/mandible: Lip controllers for upper/lower jaw—especially useful during mouth opening
CTR_scapular_bk_a.L.001.L, CTR_scapular_bk_a.L.001.R, CTR_scapular_fr_a.L.001.L and CTR_scapular_fr_a.L.001.R: Limb controllers with customized attributes:
IKFK_Switch: Switch between IK and FK
IK_stretch: Enable/disable IK stretching
CTR_foot_F/B.L/R: Front and rear IK foot controllers
CTR_paw_root_fr/bk_a.L/R: Toe detail controllers:
X-axis location: Toe abduction and adduction
Z-axis location: Toe bending
CTR_foot_F/B_rool.L/R: Custom IK foot pivot rotation axes, with its rotation controlling the foot pivoting. It allows users to define their own pivot points for IK
There are more detailed controllers for the foot: Each toe has its own FK controller, and the feet come with reversed rotation controllers—very helpful during locomotion.
Additional secondary controllers for limbs, abdomen, and spine enable even more detail control
The comprehensive facial rigging comes with with expression controls and a UI panel, allowing users to create plentiful expressions both through direct control and user-friendly UI panel
And many more...
Animations
Unlooped watching animation at 30 fps, frame range 0-280
Loopable walking animation at 30 fps, frame range 0-216
Loopable running animation at 30 fps, frame range 0-126
Unlooped eating animation at 30 fps, frame range 0-268
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.
Except for the above instructions, the model can be directly rendered.
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