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Introduction
This is a high-detail Great Dane character, featuring multiple 4K textures, rigging, and hair. The body includes separate skin textures and hair textures, and the model is built at real-world scale. To meet film-grade animation production requirements, the character uses a high-detail bone rig and a rich facial expression control system, resulting in a more realistic final effect. It is suitable for a wide range of cinematic scenes, faithfully recreating the characteristics of a Great Dane and looking believable from every angle.
The character includes five carefully crafted realistic animations: walking, trotting, running, looking around, and playing.
The model was created in Blender and rendered with the Cycles engine, making it widely applicable to professional fields such as documentaries and film/TV production.
Description
The model consists of: body, claws, oral cavity, lacrimal caruncles, eyes, tongue, and teeth.
Polygons
Boby: vertices: 40,841; polygons: 40,838
Claws: vertices: 3,104; polygons: 3,072
Oral cavity: vertices: 8,013; polygons: 8,014
Lacrimal caruncles: vertices: 256; polygons: 256
Eyes: vertices: 2,440; polygons: 2,560
Tongue: vertices: 1,149; polygons: 1,112
Teeth: vertices: 18,196; polygons: 18,112
Total: vertices: 73,999; polygons: 73,964
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0Q4Y00_GreatDena_Black_Body_Hair_BaseColor.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Hair_BaseColor.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Hair_BaseColor.1003.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Mask.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Mask.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Mask.1003.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_BaseColor.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_BaseColor.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_BaseColor.1003.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Normal.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Normal.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Normal.1003.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Roughness_1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Roughness_1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_Body_Skin_Roughness_1003.png, 4096*4096
JF0Q4Y00_GreatDena_Black_OralCavity_BaseColor.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_OralCavity_BaseColor.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Black_OralCavity_Normal.1001.png, 4096*4096
JF0Q4Y00_GreatDena_Black_OralCavity_Normal.1002.png, 4096*4096
JF0Q4Y00_GreatDena_Body_Hair_Clump.1001.png, 1024*1024
JF0Q4Y00_GreatDena_Body_Hair_Clump.1002.png, 1024*1024
JF0Q4Y00_GreatDena_Body_Hair_Clump.1003.png, 1024*1024
JF0Q4Y00_GreatDena_Body_Hair_Length.1001.png, 2048*2048
JF0Q4Y00_GreatDena_Body_Hair_Length.1002.png, 2048*2048
JF0Q4Y00_GreatDena_Body_Hair_Length.1003.png, 2048*2048
JF0Q4Y00_GreatDena_Body_Hair_Roughness.1001.png, 1024*1024
JF0Q4Y00_GreatDena_Body_Hair_Roughness.1002.png, 1024*1024
JF0Q4Y00_GreatDena_Body_Hair_Roughness.1003.png, 1024*1024
JF0Q4Y00_GreatDena_Eye_BaseColor.png, 2048*2048
JF0Q4Y00_GreatDena_Eye_Normal.png, 2048*2048
Rigging
The rig includes highly detailed controllers, making posing and animation easier to create. The features are as follows:
CTR_Root: Controls the entire model.
CTR_gravity, CTR_gravity_M, CTR_gravity_F: Three center-of-gravity controllers for the body.
CTR_gravity includes multiple customizable attributes:
Head_Follow: Toggles head follow.
Neck_Follow: Toggles neck follow.
Shoulder_Follow_L, Shoulder_Follow_R: Toggle whether the shoulders follow the anterior spine rotation.
Tail_Follow: Toggles tail follow in FK mode.
Tail_IK_FK: Switches between IK and FK for the tail.
CTR_spine_f, CTR_spine_m, CTR_Spine_B: Controllers for the anterior, middle, and posterior spine.
CTR_FK_tail_c, CTR_FK_tail_d, CTR_FK_tail_e, CTR_FK_tail_f...: Tail FK controllers.
CTR_IK_tail_a, CTR_IK_tail_b, CTR_IK_tail_c, CTR_IK_tail_d: Tail IK controllers.
CTR_neck_a, CTR_neck_b: Neck controllers.
CTR_head: Head controller.
CTR_eye.L, CTR_eye.R, CTR_eye: Eye controllers.
CTR_jaw_master: Lower jaw controller.
CTR_blink.L, CTR_blink.R: Blink controllers.
CTR_setting_Leg_B.L, CTR_setting_Leg_B.R: Hind leg customizable attribute controllers:
Leg_IKFK: Switches between IK and FK for the hind legs.
Leg_IK_Stretch: Toggles IK stretching for the hind legs.
CTR_setting_Leg_F.L, CTR_setting_Leg_F.R: Front leg customizable attribute controllers:
Leg_IKFK: Switches between IK and FK for the front legs.
Leg_IK_Stretch: Toggles IK stretching for the front legs.
IK_Chain Length: Sets the front leg IK chain length to 2 or 3.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L, CTR_Foot_B.R: Limb IK controllers.
CTR_Toe_F_motion.L, CTR_Toe_F_motion.R, CTR_Toe_B_motion.L, CTR_Toe_B_motion.R: Detailed toe controllers for the limbs:
X rotation controls toe rotation.
Z rotation controls toe abduction and adduction.
Y location simulates toe push-off and load engagement.
Z location simulates paw pad squeezing.
Additionally, the paw area includes more detailed controllers. For example, each toe has its own FK controller, and the paw area includes reverse rotation controllers, which are highly practical during animation production.
The limbs, abdomen, and spine include additional hierarchical secondary controllers for more refined control.
The face is equipped with a comprehensive controller suite for rich facial expressions.
And many more...
Animations
Unlooped playing animation at 30 fps, frame range 0-240
Loopable running animation at 30 fps, frame range 0-14
Loopable walking animation at 30 fps, frame range 0-224
Unlooped looking-around animation at 30 fps, frame range 0-260
Loopable trotting animation at 30 fps, frame range 0-198
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, click the display button.
Except for the above instructions, the model can be directly rendered in the project.
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