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Introduction
This is a high-precision 3D model of a cockatoo, created based on real anatomical proportions and posture, featuring scientifically accurate structure and elegant form. Built to cinematic-quality standards, this lively and charming bird has been faithfully recreated in the 3D world at real-world scale with a high level of realism. The model was created in Blender and rendered using the Cycles renderer. It is suitable for professional projects such as film and television animation, natural history documentaries, and animal behavior visualization. Whether used for close-up rendering or educational content, this model delivers professional-grade visual fidelity and realism. The model is based on the body proportions and plumage coloration of an adult individual, built at a 1:1 real-world scale. The mesh density and polygon count are optimized to balance quality and performance. The feathers are constructed using Blender’s feather card system with layered arrangements, including crest feather, flight feathers, coverts, scapular feathers, back feathers, tail feathers, and other feather structures. The feather layering and orientation accurately follow natural avian feather distribution patterns and biological growth logic. Texture details are based on specimen references and real photographic materials, including 4K diffuse, normal, roughness, and opacity maps.
The model includes a complete armature structure, covering the torso, neck, head, eyeballs, beak, wings, feathers, and claws. The rig structure is clean, flexible, and animator-friendly, capable of realistically reproducing dynamic details such as flight motion and wing-folding behavior, making it suitable for high-quality realistic animation production. The package also includes 4 high-quality realistic animation clips: watching, flying, takeoff, and landing. All animations are created with natural timing and movement rhythms to simulate real-world bird behavior, suitable for documentaries and educational productions.
Description
The model consists of: body, claws, nictitating membranes, pupils, eyeballs, tongue, and feathers.
Polygons
Body: vertices: 16,845; polygons: 16,780
Claws: vertices: 20,212; polygons: 20,176
Nictitating membranes: vertices: 514; polygons: 512
Pupils: vertices: 516; polygons: 528
Eyeballs: vertices: 964; polygons: 1,024
Tongue: vertices: 546; polygons: 544
Feathers: vertices: 119,774; polygons: 84,740
Total: vertices: 159,371; polygons: 124,304
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JC0P400A_Cockatoo_Body01Feathers_BaseColor.1001.png, 40964096
JC0P400A_Cockatoo_Body_SubsurfaceAmount.1002.png, 40964096
JC0P400A_Cockatoo_Body_SubsurfaceAmount.1001.png, 40964096
JC0P400A_Cockatoo_Body_Normal.1002.png, 40964096
JC0P400A_Cockatoo_Body_Normal.1001.png, 40964096
JC0P400A_Cockatoo_Body_BaseColor.1002.png, 40964096
JC0P400A_Cockatoo_Body_BaseColor.1001.png, 40964096
JC0P400A_Cockatoo_Body_AO.1002.png, 40964096
JC0P400A_Cockatoo_Body_AO.1001.png, 40964096
JC0P400A_Cockatoo_Feather_Normal.1005.png, 40964096
JC0P400A_Cockatoo_Feather_Normal.1004.png, 40964096
JC0P400A_Cockatoo_Feather_Normal.1003.png, 40964096
JC0P400A_Cockatoo_Feather_Normal.1002.png, 40964096
JC0P400A_Cockatoo_Feather_Normal.1001.png, 40964096
JC0P400A_Cockatoo_Feather_BaseColor.1005.png, 40964096
JC0P400A_Cockatoo_Feather_BaseColor.1004.png, 40964096
JC0P400A_Cockatoo_Feather_BaseColor.1003.png, 40964096
JC0P400A_Cockatoo_Feather_BaseColor.1002.png, 40964096
JC0P400A_Cockatoo_Feather_BaseColor.1001.png, 40964096
JC0P400A_Cockatoo_Eye_BaseColor.png, 20482048
JC0P400A_Cockatoo_Body01Feathers_Normal.1002.png, 40964096
JC0P400A_Cockatoo_Body01Feathers_Normal.1001.png, 40964096
JC0P400A_Cockatoo_Body01Feathers_BaseColor.1002.png, 4096*4096
Rigging
With detailed controllers, it's easier to create poses and animations, the features are as follows:
CTR_Root controls the entire model, and includes 14 customizable attributes:
Head_follow_loc controls whether the head follows the center-of-gravity movement;
Head_follow_rot controls whether the head follows the center-of-gravity rotation;
Leg_IKFK_L controls IK/FK switching for the left leg;
Leg_IKFK_R controls IK/FK switching for the right leg;
Leg_IK_follow_PoleVector_L controls whether the left leg pole vector follows the leg controllers;
Leg_IK_follow_PoleVector_R controls whether the right leg pole vector follows the leg controllers;
Leg_stretch_L controls IK stretching on/off for the left leg;
Leg_stretch_R controls IK stretching on/off for the right leg;
Neck_IKFK controls IK/FK switching for the neck;
Neck_follow_rot controls whether the neck follows the center-of-gravity rotation;
Neck_stretch controls neck stretching on/off;
Tail_Follow_rot controls whether the tail follows the center-of-gravity rotation;
Wing_follow_rot_L controls whether the left wing follows rotation;
Wing_follow_rot_R controls whether the right wing follows rotation.
CTR_gravity_spine_F_a and CTR_gravity_spine_F_b are the movement and rotation controllers for the front center of gravity of the body. Movement and rotation can be controlled independently, making it easier to adjust movement and rotation animations separately.
CTR_gravity_spine_B_a and CTR_gravity_spine_B_b are the movement and rotation controllers for the rear center of gravity of the body. Movement and rotation can be controlled independently, making it easier to adjust movement and rotation animations separately.
CTR_WingFold.L, CTR_WingFold.R, and CTR_FeaTailFold control the folding and spreading of the wings and tail feathers, enabling faster and more efficient wing-folding and wing-spreading workflows.
CTR_SurfaceDeform_SpreadWing should be enabled while the wings are spread, allowing the back feathers and scapular feathers to better fit the body during wing-flapping animations.
CTR_SurfaceDeform_FoldWing should be enabled after folding the wings, allowing the back feathers and scapular feathers to better fit the body when creating wing-folding animations.
CTR_blink.L and CTR_blink.R control the blinking animation.
CTR_NictitatingMembrane.L and CTR_NictitatingMembrane.R control the nictitating membranes.
CTR_Link_Fan_feat_d_b.L, CTR_Link_Fan_feat_d_a.L, CTR_Link_Fan_feam_d.L, CTR_Link_Fan_feat_d_b.R, CTR_Link_Fan_feat_d_a.R, and CTR_Link_Fan_feam_d.R are linked feather controllers for both wings, making it easier to control the overall feather rotation.
CTR_CrestedFeathers_a and CTR_CrestedFeathers_b are controllers used to spread the head feathers and crest feathers. When both controllers work together, the head feathers can fully fan out, showcasing the cockatoo’s distinctive crest feature.
CTR_head controls the head.
CTR_belly controls the abdomen area.
In addition, the body includes many more detailed controllers, allowing for creating more refined animations.
Animations
Loopable flying animation at 30 fps, frame range 0-13
Unlooped takeoff animation at 30 fps, frame range 0-156
Unlooped landing animation at 30 fps, frame range 0-157
Unlooped watching animation at 30 fps, frame range 0-150
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, click the display button.
Except for the above instructions, the model can be directly rendered in the project.
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