Without animations
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With animations
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Introduction
This is an American black bear model with multiple 4K maps, fur, rigging, animations, and a real oral cavity. It's made with Blender and Cycles renderer at a real-world scale.
It consists of body, claws, tear01, tear02, nose, sclerae, irises, teeth.
Polygons
Body: vertices 55,100; polygons ; 55,088
Claws: vertices vertices 9240; polygons ; 9,040
Tear01: vertices 388; polygons ; 384
Tear02: vertices 784; polygons ; 704
Nose: vertices 1,023; polygons ; 996
Sclerae: vertices 1,796; polygons ; 1,732
Irises: vertices 1,252; polygons ; 1,248
Teeth: vertices 8,332; polygons ; 7,982
Total: vertices 77,915; polygons ; 77,174
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0L811A1_AmericanBlackBear_Body_BaseColor.png, 4096*4096
JF0L811A1_AmericanBlackBear_Body_Specular.png, 4096*4096
JF0L811A1_AmericanBlackBear_Body_SubsurfaceAmount.png, 4096*4096
JF0L811A1_AmericanBlackBear_Eye_BaseColor.png, 1024*1024
JF0L811A1_AmericanBlackBear_Hair_BaseColor.png, 4096*4096
JF0L811A1_AmericanBlackBear_Normal.png, 4096*4096
JF0L811A1_AmericanBlackBear_Nose_BaseColor.png, 4096*4096
JF0L811A1_AmericanBlackBear_Nose_Normal.png, 4096*4096
JF0L811A1_AmericanBlackBear_Nose_Specular.png, 4096*4096
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_root controls the movement of the entire model, and its customized attribute Follow_Head controls whether the head moves following the parent controller; Follow_Neck controls whether the neck moves following the parent controller; IKFK_Leg_B_L, IKFK_Leg_B_R, IKFK_Leg_F_L and IKFK_Leg_F_R are to switch between IK/FK of the limbs, which is non-seamless; Stretch_Leg_B_L, Stretch_Leg_B_R, Stretch_Leg_F_L and Stretch_Leg_F_R control the stretch limit of the limbs.
CTR_gravity controls the movement of the center of gravity of the body.
CTR_spine_c, CTR_spine_b and CTR_spine_a control the movement of the former, middle and latter spine.
CTR_foot_fr_a.L, CTR_foot_fr_a.R, CTR_foot_bk_a.L and CTR_foot_bk_a.R control the movement of the limbs.
CTR_sole_roll_bk_a.L, CTR_sole_roll_bk_a.R, CTR_sole_roll_fr_a.L and CTR_sole_roll_fr_a.R control the foot pad raising, and its customized attribute Follow_ankle controls whether the ankle rotates following the foot pad.
CTR_paw_root_bk_a.L, CTR_paw_root_fr_a.L, CTR_paw_root_fr_a.R and CTR_paw_root_bk_a.R control the extension and flexion of the toes.
CTR_head controls the head.
CTR_neck_a and CTR_neck_b control the neck.
CTR_jaw_a and CTR_jaw_b control the jaw.
CTR_eye.L and CTR_eye.R control the movement of the eyes.
CTR_eyelid_root.L and CTR_eyelid_root.R control the winkle.
Each toe comes with a separate controller, the face, neck and belly come with fine controllers which control the subtle details.
And more...
Animations
Unlooped feeding animation at 30 fps, frame range 0-330
Loopable walking animation at 30 fps, frame range 0-40
Loopable running animation at 30 fps, frame range 0-13
Features
To run faster, the fur is hidden with Render enabled.
The model can be rendered in the current project without any other adjustments.
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