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Introduction
This is a highly detailed, photorealistic Golden Retriever character featuring complete and anatomically accurate body structures. The character uses 4K textures and includes a complex grooming system created in Blender to achieve realistic fur.
To meet the requirements of cinematic animation production, the character comes with an advanced, high-quality rig and a comprehensive facial control system capable of producing a wide range of expressions.
The character accurately recreates the distinctive appearance and anatomical features of a real Golden Retriever and remains realistic from every viewing angle, making it suitable for a wide variety of film and animation projects.
Four carefully crafted, realistic animations are included, covering common Golden Retriever movements and behaviors: walking, running, trotting, and playing.
The model was created in Blender and rendered using Cycles. It is suitable for professional applications such as documentaries, films, animation, and other visual productions.
Description
The Golden Retriever model consists of the following components: Body, Claws, Eyes, Oral Cavity, Lacrimal Caruncles, Tongue
Polygons
Body: Vertices: 82,934; Polygons: 82,940
Claws: Vertices: 3,600; Polygons: 3,528
Eyes: Vertices: 2,440; Polygons: 2,560
Oral Cavity: Vertices: 19,551; Polygons: 19,384
Lacrimal Caruncles: Vertices: 3,460; Polygons: 3,456
Tongue: Vertices: 4,741; Polygons: 4,672
Total: Vertices: 116,726; Polygons: 116,540
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0O8Z0A_GoldenRetriever_Skin_Specular.1003.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_Specular.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_Specular.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_Normal.1003.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_Normal.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_Normal.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1003.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_OralCavity_Normal.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_OralCavity_Normal.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_OralCavity_BaseColor.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_OralCavity_BaseColor.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Hair_Mask.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Hair_Mask.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Hair_BaseColor.1002.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Hair_BaseColor.1001.png, 4096 × 4096
JF0O8Z0A_GoldenRetriever_Eye_Normal.png, 2048 × 2048
JF0O8Z0A_GoldenRetriever_Eye_BaseColor.png, 2048 × 2048
JF0O8Z0A_GoldenRetriever_Claw_Normal.png, 2048 × 2048
JF0O8Z0A_GoldenRetriever_Claw_BaseColor.png, 2048 × 2048
Rigging
The character includes a highly detailed control rig designed to make posing and animation efficient and intuitive.
CTR_Root controls the entire character.CTR_gravity, CTR_gravity_M, and CTR_gravity_F are the three center-of-gravity controls for the body.The CTR_gravity control contains several custom properties:
Head_Follow switches the head follow behavior.Neck_Follow switches the neck follow behavior.Shoulder_Follow_L and Shoulder_Follow_R determine whether the left and right shoulders follow the rotation of the front spine.Tail_Follow switches the follow behavior of the tail’s FK controls.Tail_IKFK switches the tail between IK and FK modes.Tail_IK_Loc_Follow switches the positional follow behavior of the tail in IK mode.CTR_spine_fCTR_spine_mCTR_Spine_BThese controls operate the front, middle, and rear sections of the spine.
Tail FK controls include:
CTR_FK_tail_cCTR_FK_tail_dCTR_FK_tail_eCTR_FK_tail_fTail IK controls include:
CTR_IK_tail_aCTR_IK_tail_bCTR_IK_tail_cCTR_IK_tail_dCTR_neck_a and CTR_neck_b control the neck.CTR_head controls the head.CTR_eye.L, CTR_eye.R, and CTR_eye control the eyes.CTR_jaw_master controls the lower jaw.CTR_blink.L and CTR_blink.R control the left and right eyelids.CTR_setting_Leg_B.L and CTR_setting_Leg_B.R are the custom property controls for the hind legs.
Their properties include:
Leg_IKFK switches the hind legs between IK and FK modes.Leg_IK_Stretch determines whether the hind legs can stretch in IK mode.CTR_setting_Leg_F.L and CTR_setting_Leg_F.R are the custom property controls for the front legs.
Their properties include:
Leg_IKFK switches the front legs between IK and FK modes.Leg_IK_Stretch determines whether the front legs can stretch in IK mode.IK_Chain Length switches the front-leg IK chain length between two and three bones.The limb IK controls are:
CTR_Foot_F.LCTR_Foot_F.RCTR_Foot_B.LCTR_Foot_B.RThe detailed toe controls are:
CTR_Toe_F_motion.LCTR_Toe_F_motion.RCTR_Toe_B_motion.LCTR_Toe_B_motion.RTheir functions include:
Additional detailed paw controls are also included. Each toe has its own FK control, and the paws include reverse-rotation controls that are especially useful during animation.
The limbs, abdomen, and spine contain additional secondary controls for more precise deformation and posing.
The face includes a comprehensive set of controls capable of producing a wide range of facial expressions.
Additional controls and functions are also included.
Animations
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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