Loopable walking animation at 30 fps, frame range 0-28
Unlooped eating animation at 30 fps, frame range 0-390 Unlooped watching animation at 30 fps, frame range 0-260 Loopable trotting animation at 30 fps, frame range 0-16 Loopable walking animation at 30 fps, frame range 0-28
This is an adult Assaf sheep model with models, 4K maps, fur, rigging and 4 animations. The rigging has a fine facial control system, plus an animation preset of chewing. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of 10 objects: Body, lacrimal glands, tongue, oral cavities * 2, sclerae, irises,lacrimal caruncles, teeth * 2.
Body: vertices 46,448; polygons 46,446
Oral cavity: vertices 18,598; polygons 18,378
Tongue: vertices 6,058; polygons 6,056
Teeth: vertices 56,854; polygons 55,960
Sclerae: vertices 1,028; polygons 1,088
Irises: vertices 2,562; polygons 2,496
Lacrimal caruncles: vertices 628; polygons 624
Lacrimal glands: vertices 780; polygons 776
Total: vertices 132,956; polygons 131,824
There is a Blender project and an OBJ file without rigging or animation.
JC0L226A1_AdultAssafSheep03_Body_Specular.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_Roughness.1002.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_Roughness.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_Normal.1002.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_Normal.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_BaseColor.1002.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_BaseColor.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Tongue_SubsurfaceAmount.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Tongue_Specular.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Tongue_Roughness.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Tongue_Normal.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Tongue_BaseColor.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Skin_Mask.1002.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Skin_Mask.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Pupil_Normal.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Pupil_BaseColor.png, 4096*4096
JC0L226A1_AdultAssafSheep03_OralCavity_Normal.png, 2048*2048
JC0L226A1_AdultAssafSheep03_OralCavity_BaseColor.png, 2048*2048
JC0L226A1_AdultAssafSheep03_Hair_Mask02.png, 2048*2048
JC0L226A1_AdultAssafSheep03_Hair_Mask01.png, 2048*2048
JC0L226A1_AdultAssafSheep03_Hair_BaseColor.1002.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Hair_BaseColor.1001.png, 4096*4096
JC0L226A1_AdultAssafSheep03_Body_Specular.1002.png, 4096*4096
With full controllers, postures and animations are easier to create, the features are as follows:
CTR_Tail controls whether the tail moves following the buttock by the customized attribute Tail_Follow.
CTR_Neck controls whether the head moves following the neck by the customized attribute Head_Follow, and controls whether the neck moves following the spine by Neck_Follow; Head_Follow only works when Neck_Follow is set to 1; Neck_IKFK is used to switch IK/FK control of the neck.
CTR_Leg_B_Other.L and CTR_Leg_B_Other.R control the switch of IK/FK of the hind legs by the customized attribute IK-FK, which is non-seamless, and Leg-Stretch controls the stretch limit of the legs.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R control the switch of IK/FK of the forelegs by the customized attribute IK-FK, which is non-seamless; Leg-stretch controls the stretch limit of the legs; Knee_shake is to solve the knees jitter during animation.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the extension and flexion of the toes.
CTR_masticate controls the mastication by Location on the X axis.
Fine facial controllers support detailed expressions creation.
And more...
Unlooped eating animation at 30 fps, frame range 0-390
Unlooped watching animation at 30 fps, frame range 0-260
Loopable trotting animation at 30 fps, frame range 0-16
Loopable walking animation at 30 fps, frame range 0-28
To obtain finer hair detail, the addon—Hair Clump—was applied to this model. The attached add-on supports Blender 2.93.
To run faster, the fur is hidden, with Render enabled.
If this high resolution isn't necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the Interpolated spine.
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Loopable walking animation at 30 fps, frame range 0-28
Unlooped eating animation at 30 fps, frame range 0-390 Unlooped watching animation at 30 fps, frame range 0-260 Loopable trotting animation at 30 fps, frame range 0-16 Loopable walking animation at 30 fps, frame range 0-28
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