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Introduction
This is a moose model with multiple 4K maps, fur, rigging and animation. The model and fur are made with Blender and Cycles renderer.
The model consists of 7 objects: Body, lens, oral cavity, pupils, lacrimal glands, tears, tongue.
Polygons
Body: vertices 26,135; polygons 26,098
Lacrimal glands: vertices 468; polygons 464
Oral cavity: vertices 9,418; polygons 9,328
Sclera: vertices 1,156; polygons 1,216
Pupils: vertices 1,028; polygons 1,088
Tears: vertices 516; polygons 512
Tongue: vertices 1,535; polygons 1,517
Total: vertices 40,256; polygons 40,223
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JU0L824A1_Moose_Female_Body_BaseColor.png, 4096*4096
JU0L824A1_Moose_Female_Body_ID.png, 2048*2048
JU0L824A1_Moose_Female_Eye_BaseColor.png, 2048*2048
JU0L824A1_Moose_Female_Head_Hair_BaseColor.png, 4096*4096
JU0L824A1_Moose_Female_Head_ID.png, 2048*2048
JU0L824A1_Moose_Female_Head_Skin_BaseColor.png, 4096*4096
JU0L824A1_Moose_Female_OralCavity_BaseColor.png, 4096*4096
Rigging
Full controllers and facial rigging make it easier for animators to handle.
CTR_gape controls opening the mouth.
The CTR_F/B_Leg_IKFK.L/R of the feet control the switch of IK/FK of the limbs, which is non-seamless.
CTR_B_neck comes with customized attribute Neck_follow that is to control whether the neck moves following the parent.
CTR_neck_IK.008 comes with customized attribute Head_follow that is to control whether the neck moves following the parent controller.
There is a UI of facial controllers.
Animations
Unlooped EatGrass01 animation at 30 fps, frame range 0-280
Unlooped EatGrass02 animation at 30 fps, frame range 0-180
Unlooped watching animation at 30 fps, frame range 0-140
Loopable trotting animation at 30 fps, frame range 0-24
Loopable walking animation at 30 fps, frame range 0-340
Features
The model is in meter units at real-world scale.
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