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Introduction
This is a highly detailed 3D model of a Grey-Crowned Crane, modeled according to real-life proportions with a scientific structure and elegant styling.
Created in Blender and rendered using the Cycles engine, this model is suitable for professional projects such as cinematic animation, nature documentaries, and animal behavior visualization. Whether used for close-up displays or educational content, this model provides professional-grade performance. The model is constructed based on the size and plumage of an adult individual, with a 1:1 scale. The vertex density and polygon count are balanced to ensure both rendering quality and performance efficiency. The plumage is arranged layer by layer using Blender's hair card system, including crown feathers, flight feathers, covert feathers, shoulder feathers, back feathers, tail feathers, and body feathers. The feather layers are clearly defined, with the hierarchy and orientation following the natural growth logic of birds. Texture details are derived from specimen and real-life photography references, including highly detailed 4K maps for Base Color, Normal, Roughness, and Specular. The complete skeletal architecture covers the torso, neck, head, eyeballs, beak, wings, feathers, claws, and abdomen. The rigging structure is clear and flexible, allowing for realistic dynamic details such as flight and wing folding, making it ideal for high-quality realistic animation. Four sets of high-quality realistic animations are included, featuring flight, taking off, landing, and looking around, all performed with natural rhythms to simulate authentic bird behavior, ready for direct use in educational content or documentary scenes.
Description
The model consists of: body, feathers, crown feathers, third eyelids, pupils, eyeballs, lacrimal glands, and tongue.
Polygons
Body: vertices: 20,962; polygons: 20,934
Feathers 01: vertices: 177,396; polygons: 120,488
Feathers 02: vertices: 564,484; polygons: 333,774
Third Eyelids: vertices: 514; polygons: 512
Pupils: vertices: 1,028; polygons: 1,088
Eyeballs: vertices: 964; polygons: 1,024
Lacrimal Glands: vertices: 134; polygons: 112
Tongue: vertices: 290; polygons: 288
Total: vertices: 765,772; polygons: 478,220
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JC0P400C_GreyCrownedCrane_BodyFeather_BaseColor.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_BaseColor.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_BaseColor.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_BaseColor.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Mask.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Mask.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Normal.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Normal.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Normal.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Normal.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Specular.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Specular.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Specular.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_BodyFeather_Specular.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_BaseColor.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_BaseColor.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Mask.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Normal.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Normal.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Roughness.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Roughness.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Specular.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_Specular.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Body_SubsurfaceAmount.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Eye_BaseColor.png, 2048*2048
JC0P400C_GreyCrownedCrane_Feather_BaseColor.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_BaseColor.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_BaseColor.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_BaseColor.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_BaseColor.1005.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Mask.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Mask.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Mask.1005.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Normal.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Normal.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Normal.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Normal.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Normal.1005.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Specular.1001.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Specular.1002.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Specular.1003.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Specular.1004.png, 4096*4096
JC0P400C_GreyCrownedCrane_Feather_Specular.1005.png, 4096*4096
Rigging
With detailed controllers, it's easier to create poses and animations, the features are as follows:
CTR_Root: Root controller, including 14 customizable attributes:
Head_Follow_Loc: Controls whether the head follows location;
Head_Follow_Rot: Controls whether the head follows rotation;
Leg_IKFK_L/R: Switches between IK and FK for left/right legs;
Leg_IK_follow_PoleVector_L/R: Controls whether the pole vector for legs follows in IK mode;
Leg_Stretch_L/R: Toggles IK stretching for left/right legs;
Neck_Follow_Rot: Controls whether the neck follows the center of gravity rotation;
Neck_IKFK_Switch: Switches between IK and FK for the neck;
Neck_Stretch: Toggles neck stretching;
Tail_Follow_Rot: Controls whether the tail follows rotation;
Wing_Follw_Rot_L/R: Controls whether the wings follow rotation.
CTR_gravity_a_loc, CTR_gravity_b_loc: Location controllers for the front and rear center of gravity;
CTR_gravity_a_rot, CTR_gravity_b_rot: Rotation controllers for the front and rear center of gravity; location and rotation can be controlled separately to facilitate independent animation.
CTR_WingFold.L, CTR_WingFold.R, CTR_FeaTailFold: Wing and tail feather folding controllers, allowing for quick and convenient wing folding and spreading.
CTR_fea_a_fan.L/R, CTR_fea_b_fan.L/R, CTR_fea_c_fan.L/R: Linked controllers for wing feathers on both sides, controls the rotation of the entire feather group.
CTR_crownfea_gather: Controller to shrink and expand the crown feathers (e.g., for retracting during flight).
CTR_head_IK_loc, CTR_head_IK_rot: Head location and rotation controllers for independent adjustment.
CTR_chest, CTR_belly: Chest and abdomen controllers.
CTR_eyelid_blink.L, CTR_eyelid_blink.R: Blink and pupil dilation controllers.
CTR_NictitatingMembrane.L, CTR_NictitatingMembrane.R: Third eyelids controllers.
CTR_dewlap: Root controller for the dewlap.
Additionally, the body features more detailed controllers, including a comprehensive suite of feather controllers for highly detailed animation effects.
Animations
Loopable flying animation at 30 fps, frame range 0-11
Unlooped taking-off animation at 30 fps, frame range 0-150
Unlooped landing animation at 30 fps, frame range 0-159
Loopable watching animation at 30 fps, frame range 0-161
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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