Introduction
This is a high-quality Martes Americana model with textures, fur, rigging, and one animation. The body is made after real muscle structures and the fur maps and skin maps are made separately. The model is made with Blender and Cycles renderer at a real-world scale.
The model consists of the body, claws, lacrimal glands, pupils, corneas, upper teeth, and lower teeth.
MartesAmericana_Landscape in the project is not exported.
[ytb-vid=pCW_yjSZgaQ]
Polygons
Body: vertices 22,053; polygons 21,924
Claws: vertices 5,940; polygons 5,720
Lacrimal glands: vertices 496; polygons 496
Pupils: vertices 642; polygons 654
Corneas: vertices 1,028; polygons 1,088
Lower teeth: vertices 1,338; polygons 1,236
Upper teeth: vertices 1,342; polygons 1,232
Total: vertices 32,839; polygons 32,350
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
Size of maps
JF0M111A7_MartesAmericana_Body_BaseColor.png, 4096*4096
JF0M111A7_MartesAmericana_Body_Mask.jpg, 4096*4096
JF0M111A7_MartesAmericana_Body_Normal.png, 4096*4096
JF0M111A7_MartesAmericana_Body_Skin_BaseColor.png, 4096*4096
JF0M111A7_MartesAmericana_Eye_BaseColor.png, 2048*2048
JF0M111A7_MartesAmericana_Head_BaseColor.png, 4096*4096
JF0M111A7_MartesAmericana_Head_Mask.jpg, 4096*4096
JF0M111A7_MartesAmericana_Head_Normal.png, 4096*4096
JF0M111A7_MartesAmericana_Head_Roughness.png, 4096*4096
JF0M111A7_MartesAmericana_Head_Skin_BaseColor.png, 4096*4096
JF0M111A7_MartesAmericana_Head_Specular.png, 4096*4096
JF0M111A7_MartesAmericana_OralCavity_BaseColor.png, 2048*2048
JF0M111A7_MartesAmericana_OralCavity_Mask.jpg, 2048*2048
JF0M111A7_MartesAmericana_OralCavity_Normal.png, 2048*2048
JF0M111A7_MartesAmericana_OralCavity_Roughness.png, 2048*2048
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_root controls the entire model, and its customized attribute Head_Follow controls whether the head moves following the parent controller; Neck_Follow controls whether the neck moves following the parent controller, and Head_Follow only works when Neck_Follow is on; Tail_Follow controls whether the tail moves following the parent controller; Neck_IKFK control the non-seamless switch of IK/FK of the neck; Tail_IKFK control the non-seamless switch of IK/FK of the tail; IKFK_Leg_B.L, IKFK_Leg_B.R, IKFK_Leg_F.L and IKFK_Leg_F.R control the non-seamless switch of IK/FK of the limbs.
CTR_mat_open_F.L, CTR_mat_open_F.R, CTR_mat_open_B.L and CTR_mat_open_B.R control the flexion and extension of the toes by their Rotation.
CTR_mat_F.L, CTR_mat_F.R, CTR_mat_B.L and CTR_mat_B.R control the squeeze of the foot pads and the flexion and extension of the toes by their Location.
There are facial controllers which support detailed expressions creation.
And more...
Animations
Unlooped walking animation at 30 fps, frame range 0-484
[ytb-vid=R6nRpUmbhG4]
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The model can be rendered in the current project, without any other adjustment.
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