Introduction
This is a high-quality syncerus caffer model with multiple 4K maps, rigging, animation, and fur. It is made with Blender and Cycles renderer at real-world scale. The body maps are in the UDIM format.
The syncerus caffer consists of 16 objects: Body, cornea*4, lacrimal glands*2, lenses*2, pupils*2, sclerae*2, tongue, upper teeth, and lower teeth.
Polygons
- Body: vertices 20,422 polygons 20,424
- Corneas*4: vertices 240 polygons 232
- Lacrimal glands*2: vertices 120 polygons 116
- Lenses*2: vertices 228 polygons 224
- Pupils*2: vertices 1,092 polygons 1,152
- Sclerae*2: vertices 1,092 polygons 1,152
- Tongue: vertices 150, polygons 148
- Upper Teeth: vertices 586, polygons 584
- Lower Teeth: vertices 2,040, polygons 2,016
Formats
There is a Blender project and an OBJ file.
Textures
- SyncerusCaffer_Body_BaseColor_1001.png, 4096*4096
- SyncerusCaffer_Body_BaseColor_1002.png, 4096*4096
- SyncerusCaffer_Body_BaseColor_1003.png, 4096*4096
- SyncerusCaffer_Body_Normal_1001.png, 4096*4096
- SyncerusCaffer_Body_Normal_1002.png, 4096*4096
- SyncerusCaffer_Body_Normal_1003.png, 4096*4096
- SyncerusCaffer_Body_Specular_1001.png, 4096*4096
- SyncerusCaffer_Body_Specular_1002.png, 4096*4096
- SyncerusCaffer_Body_Specular_1003.png, 4096*4096
- SyncerusCaffer_BodyHair_1001.png, 4096*4096
- SyncerusCaffer_BodyHair_1002.png, 4096*4096
- SyncerusCaffer_Eye_BaseColor.png, 4096*4096
- SyncerusCaffer_Eye_Normal.png, 4096*4096
- SyncerusCaffer_Eye_Specular.png, 4096*4096
- SyncerusCaffer_Mask01_BaseColor.png, 4096*4096
- SyncerusCaffer_Mask02_BaseColor.png, 4096*4096
- SyncerusCaffer_Sclera_BaseColor.png, 4096*4096
- SyncerusCaffer_Tongue_BaseColor.png, 4096*4096
- SyncerusCaffer_Tongue_Normal.png, 4096*4096
- SyncerusCaffer_Tooth_BaseColor.png, 4096*4096
- SyncerusCaffer_Tooth_Normal.png, 4096*4096
Rigging
Created with the Blender armature system, and controllers are equipped with features as follows:
- The facial rigging, with a UI control panel, supports some simple expressions.
- Spine IK/FK
- The neck of IK/FK chains can be switched by the customized attributes of CTR_front_gravity.
- The limbs of IK/FK chains can be switched by the customized attributes of the controllers of feet.
- The IK/FK switches above are not seamless.
- Each hoof has a separate controller.
- And more…
Animations
- Loopable walking animation at 30 FPS, frame range 0-192;
- Loopable running animation at 30 FPS, frame range 0-120;
- Unlooped eating animation at 30 FPS, frame range 0-212;
[ytb-vid=gkODm8tDkvQ]
[ytb-vid=VeDyr_bs6PE]
[ytb-vid=Wz2xBALR1O0]
Features
- The model is in meter units at real-world scale.
- To run faster, the Display buttons of the fur are disabled.
- Put the model in the scene to render without any cleaning.
- No lights and cameras.
- Hair introduction
- To make the effect more realistic, the rendering time is pretty long because of the large amount of hair. If you want to make the close-up effect more real and beautiful, it’s necessary to pay the price. If used in a distant view, the fur can be optimized. Optimization methods:
- Decrease the number of hair children, and increase the thickness of hair.
- Decrease the steps of the Interpolated spine.