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Introduction
This is a highly detailed British shorthair cat character, featuring a complete and accurate muscle structure. The textures are created in 4K resolution, and a complex hair grooming system has been built in Blender using the new hair system to achieve highly realistic hair rendering. For film-quality animation production, the character is equipped with a highly detailed rigging system and a comprehensive facial expression control setup. This character is suitable for a wide range of cinematic scenarios and faithfully reproduces the distinctive characteristics of a real British shorthair cat, with realistic appearance and proportions from every angle.
The character includes four carefully designed realistic animations covering common feline behaviors, including walking, running, lying down, and stretching. This model was created in Blender and rendered using the Cycles renderer, making it widely suitable for professional applications such as documentaries, film, and television productions.
Description
The model consists of: body, claws, eyes, lacrimal glands, oral cavity, tongue, lower teeth, and upper teeth.
Polygons
Body: vertices: 42,889; polygons: 42,854
Claws: vertices: 11,394; polygons: 11,196
Eyes: vertices: 3,016; polygons: 3,136
Lacrimal glands: vertices: 3,076; polygons: 3,072
Oral cavity: vertices: 14,120; polygons: 13,994
Tongue: vertices: 5,001; polygons: 4,940
Lower teeth: vertices: 7,324; polygons: 7,296
Upper teeth: vertices: 7,388; polygons: 7,360
Total: vertices: 94,208; polygons: 93,848
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0O740A_BritishShorthair_Body_Roughness.1001.png, 40964096
JF0O740A_BritishShorthair_Body_Roughness.1002.png, 40964096
JF0O740A_BritishShorthair_Body_SubsurfaceAmount.1001.png, 40964096
JF0O740A_BritishShorthair_Body_SubsurfaceAmount.1002.png, 40964096
JF0O740A_BritishShorthair_Eye_Basecolor.png, 20482048
JF0O740A_BritishShorthair_Eye_Normal.png, 20482048
JF0O740A_BritishShorthair_Hair_Basecolor.1001.png, 40964096
JF0O740A_BritishShorthair_Hair_Basecolor.1002.png, 40964096
JF0O740A_BritishShorthair_Hair_Density01.1001.png, 20482048
JF0O740A_BritishShorthair_Hair_Density01.1002.png, 40964096
JF0O740A_BritishShorthair_Hair_Density02.png, 40964096
JF0O740A_BritishShorthair_Hair_ID_A.1001.png, 40964096
JF0O740A_BritishShorthair_Hair_ID_A.1002.png, 40964096
JF0O740A_BritishShorthair_Hair_ID_B.1001.png, 40964096
JF0O740A_BritishShorthair_Hair_ID_B.1002.png, 40964096
JF0O740A_BritishShorthair_Normal.1001.png, 81928192
JF0O740A_BritishShorthair_Normal.1002.png, 81928192
JF0O740A_BritishShorthair_OralCavity_BaseColor.png, 40964096
JF0O740A_BritishShorthair_OralCavity_Normal.png, 40964096
JF0O740A_BritishShorthair_OralCavity_Specular.png, 40964096
JF0O740A_BritishShorthair_Skin_BaseColor.1001.png, 40964096
JF0O740A_BritishShorthair_Skin_BaseColor.1002.png, 40964096
JF0O740A_BritishShorthair_Skin_Specular.1001.png, 40964096
JF0O740A_BritishShorthair_Skin_Specular.1002.png, 40964096
Rigging
With detailed controllers, it's easier to create poses and animations, the features are as follows:
CTR_Root controls the entire model.
CTR_gravity, CTR_gravity_M, and CTR_gravity_F are the three center-of-gravity controllers for the body.
CTR_gravity includes multiple customizable attributes:
Head_Follow controls whether the head follows the neck;
Neck_Follow controls whether the neck follows the spine;
Shoulder_Follow_L and Shoulder_Follow_R control whether the shoulders follow the rotation of the front spine;
Tail_Follow switches the follow behavior of the tail FK controls;
Tail_IKFK switches between IK/FK modes for the tail;
Tail_IK_Loc_Follow switches follow behavior in tail IK mode.
CTR_spine_f, CTR_spine_m, and CTR_spine_B are the controllers for the front, middle, and rear spine sections.
CTR_FK_tail_c, CTR_FK_tail_d, CTR_FK_tail_e, CTR_FK_tail_f, and others are the FK controllers for the tail.
CTR_IK_tail_a, CTR_IK_tail_b, CTR_IK_tail_c, and CTR_IK_tail_d are the IK controllers for the tail.
CTR_neck_a and CTR_neck_b are the neck controllers.
CTR_head is the head controller.
CTR_eye.L, CTR_eye.R, and CTR_eye are the eye controllers.
CTR_eye.L and CTR_eye.R both include a customizable attribute:
Pupil Enlargement controls pupil dilation and contraction.
CTR_jaw is the jaw controller.
CTR_blink.L and CTR_blink.R are the eye blink controllers.
CTR_setting_Leg_B.L and CTR_setting_Leg_B.R are the customizable attribute controllers for the hind legs.
Leg_IKFK switches between IK/FK modes for the hind legs;
Leg_IK_Stretch controls whether stretching is enabled in IK mode for the hind legs.
CTR_setting_Leg_F.L and CTR_setting_Leg_F.R are the customizable attribute controllers for the forelegs.
Leg_IKFK switches between IK/FK modes for the forelegs;
Leg_IK_Stretch controls whether stretching is enabled in IK mode for the forelegs;
IK_Chain Length switches the foreleg IK chain length between 2 and 3.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L, and CTR_Foot_B.R are the IK controllers for the four limbs.
CTR_Toe_F_motion.L, CTR_Toe_F_motion.R, CTR_Toe_B_motion.L, and CTR_Toe_B_motion.R are the detailed toe controllers for the limbs.
X rotation controls toe rotation;
Z rotation controls toe abduction and adduction;
Y location creates toe weight-bearing effects;
Z location creates paw pad squeezed effects.
In addition, the paw sections include many extra detailed controllers. For example, each toe has its own FK controller, and the paw sections also include reverse rotation controllers, which are extremely useful during animation production.
The limbs, abdomen, and spine all include additional secondary controllers, allowing users to achieve more refined and precise control.
The face includes a rich set of controllers capable of creating a wide variety of facial expressions.
And more...
Animations
Unlooped lying animation at 30 fps, frame range 0-340
Loopable walking animation at 30 fps, frame range 0-224
Loopable running animation at 30 fps, frame range 0-9
Unlooped stretching animation at 30 fps, frame range 0-400
Features
The model is in meter units at real-world scale.
To run faster, the hair is hidden with Render enabled. You can enable display if necessary.
Except for the above instructions, the model can be directly rendered.
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