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With model, textures, fur, rigging, and animations
Introduction
This is an Emperor Penguin model with multiple 4K UDIM PBR maps, fur, rigging and animations. It's made with Blender and Cycles renderer at real-world scale.
The model consists of Body, pupils, corneas, dark corneas, teeth, tongue, multiple feathers.
Polygons
Body: vertices 11,845; polygons 11,818
Pupils: vertices 1,284; polygons 1,344
Corneas: vertices 1,156; polygons 1,216
Dark corneas: vertices 898; polygons 896
Teeth: vertices 4,992; polygons 4,368
Tongue: vertices 3,760; polygons 3,748
Feathers: vertices 920; polygons 644
Total: vertices 24,855; polygons 24,034
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0LA12A7_EmperorPenguin_Body_BaseColor.1001.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_BaseColor.1002.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Normal.1001.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Normal.1002.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Roughness.1001.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Roughness.1002.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Specular.1001.png, 4096*4096
JF0LA12A7_EmperorPenguin_Body_Specular.1002.png, 4096*4096
JF0LA12A7_EmperorPenguin_Hair_Mask.png, 2048*2048
JF0LA12A7_EmperorPenguin_Pupil_BaseColor.png, 1024*1024
JF0LA12A7_EmperorPenguin_WhiteTailFeather_Alpha.png, 4096*4096
JF0LA12A7_EmperorPenguin_WhiteTailFeather_BaseColor.png, 4096*4096
JF0LA12A7_EmperorPenguin_WhiteTailFeather_Normal.png, 4096*4096
JF0LA12A7_EmperorPenguin_WhiteTailFeather_Roughness.png, 4096*4096
JF0LA12A7_EmperorPenguin_WhiteTailFeather_Specular.png, 4096*4096
Rigging
With full controllers, the postures and animations are easier to create. The features are as follows:
CTR_Root controls the body, and its customized attribute Belly_FollowMulti controls whether the whole spine moves together; Foot_IK_FK_L and Foot_IK_FK_R control the non-seamless switch of IK/FK of legs; Wing_IK_FK_L and Wing_IK_FK_R control the non-seamless switch of IK/FK of wings.
The Location of CTR_Foot_Fold_Stretch.L and CTR_Foot_Fold_Stretch.R control the extension and flexion of the toes.
CTR_Body_U controls the upper body, and its customized attribute Neck_Follow/NoFollow controls whether the neck moves following the parent controller.
CTR_Head and CTR_Root_Head control the head; CTR_Root_Head controls whether the head rotates following the parent controller by customized attribute Head_Follow/NoFollow.
CTR_EyeBall.L/R control the movement of the eyes, and the Scale controls winkle.
There are fine controllers of the toes and the tail feathers.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-35
Loopable gliding animation at 30 fps, frame range 0-24
Features
The model is in meter units at real-world scale.
The rigged version is in the initial pose, previews are just for display.
To run faster, the fur is hidden, and with Render enabled.
If this high resolution is not 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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With model, textures, fur, rigging, and animations
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