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Introduction
This is an aardvark model with multiple 4K maps, fur, rigging and animation. The skin maps and hair maps are made separately for better realism. The model is made with Blender and Cycles renderer.
The model consists of body, eyes, oral cavity, pupils, lacrimal ducts, lacrimal sacs, tongue, teeth.
[ytb-vid=WjEMq6MelWs]
Polygons
Body: vertices 43,083,polygons 42,972
Eyes: vertices 1,668,polygons 1,728
Oral cavity: vertices 4,358,polygons 4,354
Pupils: vertices 1,156,polygons 1,216
Tears: vertices 1,776,polygons 1,728
Tears: vertices 1,776,polygons 1,728
Tears: vertices 1,776,polygons 1,728
Tongue: vertices 2,274,polygons 2,272
Teeth: vertices 7,200,polygons 7,168
Total: vertices 61,515; polygons 61,438
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JU0L824A0_Aardvark_BodySkin_BaseColor.1001.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_BaseColor.1002.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_BaseColor.1003.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_BaseColor.1004.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_Specular.1001.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_Specular.1002.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_Specular.1003.png, 4096*4096
JU0L824A0_Aardvark_BodySkin_Specular.1004.png, 4096*4096
JU0L824A0_Aardvark_Body_BaseColor.1001.png, 4096*4096
JU0L824A0_Aardvark_Body_BaseColor.1002.png, 4096*4096
JU0L824A0_Aardvark_Body_BaseColor.1003.png, 4096*4096
JU0L824A0_Aardvark_Body_BaseColor.1004.png, 4096*4096
JU0L824A0_Aardvark_Body_Normal.1001.png, 4096*4096
JU0L824A0_Aardvark_Body_Normal.1002.png, 4096*4096
JU0L824A0_Aardvark_Body_Normal.1003.png, 4096*4096
JU0L824A0_Aardvark_Body_Normal.1004.png, 4096*4096
JU0L824A0_Aardvark_MouthCavity_BaseColor.png, 2048*2048
Rigging
With full controllers, including IK/FK switch, and facial rigging, it's easier for artists to handle it.
CTR_blink.L/R controls the winkle.
CTR_nose controls the nose to move forward/backward.
CTR_gravity_f controls the switch of IK/FK of the neck by the customized property FK-IK, and controls whether the head moves following the parent controller by Head_Follow, and controls whether the neck moves following the parent controller by Neck_Follow.
CTR_gravity_b controls whether the tail moves following the parent controller by Tail_Follow.
CTR_leg_f/b.R/L controls the switch of IK/FK of the legs by the customized property FK-IK, and controls the stretch limit of the legs in IK mode by IK_Stretch.
Animations
Loopable running animation at 30 fps, frame range 0-140
Loopable walking animation at 30 fps, frame range 0-155
[ytb-vid=a7lGgwDhbLM]
[ytb-vid=3jkRYVA4CqY]
Features
The model is in meter units at real-world scale.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
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