Introduction
This is a realistic baby anteater model with multiple 4K maps, fur, rigging and animations. It's made with Blender and Cycles renderer at a real-world scale.
It consists of body, 2 pupils, 2 lenses, 2 lacrimal glands, tongue.
[ytb-vid=0lom6d7btEI]
Polygons
Body: vertices 19,970; polygons 19,944
2 Pupils: vertices 740; polygons 752
2 Lens: vertices 548; polygons 544
2 Lacrimal glands: vertices 2,628; polygons 2,624
Tongue: vertices 962; polygons 960
Total: vertices 24,848; polygons 24,824
Formats
There is a Blender project and an OBJ file rotated over the X-axis by 90 degrees without rigging or animation.
Textures
JU0L918B1_BabyAnteaters_Body_BaseColor_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_BaseColor_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_BaseColor_1003.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Displacement_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Displacement_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Displacement_1003.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Normal_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Normal_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Normal_1003.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Specular_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Specular_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Body_Specular_1003.png, 4096*4096
JU0L918B1_BabyAnteaters_EyeAndTongue_BaseColor.png, 4096*4096
JU0L918B1_BabyAnteaters_EyeAndTongue_Normal.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_BaseColor_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_BaseColor_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_BaseColor_1003.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_Mask_1001.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_Mask_1002.png, 4096*4096
JU0L918B1_BabyAnteaters_Hair_Mask_1003.png, 4096*4096
Rigging
CTR_Tail controls the rotation of the tail.
The IK/FK switch of the tail is seamless.
CTR_IK-FK.F/B.L/R have 2 customized attributes:
IKFK controls the non-seamless IK/FK switch of the legs;
IK-stretch controls the stretch limit of the legs in IK mode.
MCH_Spine.012 has a customized attribute NeckFollow that controls whether the neck moves following the parent controller.
CTR_Neck.roll has a customized attribute Head_follow that controls whether the head moves following the parent controller.
Before switching the legs to FK mode, you need to reset the Transform of the four modifiers CTR_IK-FK.F/B.L/R.
And more...
Animations
Loopable trotting animation at 30 fps, frame range 0-205
Loopable walking animation at 30 fps, frame range 0-210
[ytb-vid=W6IJ0wMXAW0]
[ytb-vid=1On9reoHeiE]
Features
The model is in meter units at a real-world scale.
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