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Introduction
This package includes two high-quality connochaetes characters with models, textures, hair, rigging, and four lifelike and realistic animations. The models feature realistic muscle structures, and the textures are created at 4K resolution for enhanced realism. The rigging is highly detailed, allowing flexible control of body movements. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, horns, pupils, eyeballs, oral cavity, tongue and teeth.
Polygons
Body: vertices: 47,826; polygons: 47,782
Horns: vertices: 2,448; polygons: 2,422
Pupils: vertices: 450; polygons: 448
Eyeballs: vertices: 964; polygons: 1,024
Oral Cavity: vertices: 5,544; polygons: 5,544
Tongue: vertices: 1,415; polygons: 1,392
Teeth: vertices: 12,888; polygons: 12,800
Total: vertices: 71,535; polygons: 71,412
Project Format
There is a Blender project and an OBJ file.
Textures
JF0N2N0H_Connochaetes_Eye_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes_OralCavity_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes_OralCavity_Normal.png, 4096 4096
JF0N2N0H_Connochaetes_OralCavity_Roughness.png, 4096 4096
JF0N2N0H_Connochaetes_Tooth_BaseColor.png, 2048* 2048
JF0N2N0H_Connochaetes_Tooth_Roughness.png, 2048* 2048
JF0N2N0H_Connochaetes01_Body_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes01_Body_Normal.png, 4096* 4096
JF0N2N0H_Connochaetes01_Body_Roughness.png, 4096* 4096
JF0N2N0H_Connochaetes01_Body_Specular.png, 4096* 4096
JF0N2N0H_Connochaetes01_Horn_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes01_Horn_Curvature.png, 4096* 4096
JF0N2N0H_Connochaetes01_Horn_Normal.png, 4096* 4096
JF0N2N0H_Connochaetes01_Horn_Roughness.png, 4096* 4096
JF0N2N0H_Connochaetes02_Body_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes02_Body_Normal.png, 4096* 4096
JF0N2N0H_Connochaetes02_Body_Roughness.png, 4096* 4096
JF0N2N0H_Connochaetes02_Body_Specular.png, 4096* 4096
JF0N2N0H_Connochaetes02_Horn_BaseColor.png, 4096* 4096
JF0N2N0H_Connochaetes02_Horn_Curvature.png, 4096* 4096
JF0N2N0H_Connochaetes02_Horn_Normal.png, 4096* 4096
JF0N2N0H_Connochaetes02_Horn_Roughness.png, 4096* 4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the entire model, with 12 customized attributes:
B_leg_IKFK_L: Switches between IK and FK for the left hind leg;
B_leg_IKFK_R: Switches between IK and FK for the right hind leg;
B_leg_PoleVector_Follow_L: Controls whether the left hind leg pole vector follows the IK controller for leg;
B_leg_PoleVector_Follow_R: Controls whether the right hind leg pole vector follows the IK controller for leg;
B_leg_stretch_L: Toggles stretch for the left hind leg;
B_leg_stretch_R: Toggles stretch for the right hind leg;
F_leg_IKFK_L: Switches between IK and FK for the left foreleg;
F_leg_IKFK_R: Switches between IK and FK for the right foreleg;
F_leg_PoleVector_Follow_L: Controls whether the left foreleg pole vector follows the IK controller for leg;
F_leg_PoleVector_Follow_R: Controls whether the right foreleg pole vector follows the IK controller for leg;
F_leg_stretch_L: Toggles stretch for the left foreleg;
F_leg_stretch_R: Toggles stretch for the right foreleg.
CTR_gravity_B controls the center of gravity, with 4 customized attributes:
Head_Follow: Controls whether the head follows the neck;
Neck_Follow: Controls whether the neck follows the spine;
Neck_IKFK: Switches IK and FK for the neck;
Tail_Follow: Controls whether the tail follows the spine.
CTR_close_eye.L: The Location controls the closing of the left eye, and the Scale adjusts the pupil shape.
CTR_close_eye.R: The Location controls the closing of the right eye, and the Scale adjusts the pupil shape.
Additionally, the body has more controllers for better creating detailed animations.
And more ...
Animations
Loopable walking animation at 30 fps, frame range 0-160 frames
Loopable running animation at 30 fps, frame range 0-150 frames
Loopable trotting animation at 30 fps, frame range 0-144 frames
Unlooped watching animation at 30 fps, frame range 0-149 frames
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
The tail hair dynamics have baked data stored in the project. Dynamics are not enabled for static pose rendering in the 360 project and final rendering project.
Except for the above instructions, the model can be directly rendered in the project.
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