Introduction
This is a high-quality pygoscelis model with multiple UDIM 4K maps, realistic fur, detailed rigging, 4 vivid and cute animations and realistic muscle structures. The resolution of some feather maps are 5000*5000, which is high enough for a realistic effect; and there are complex feather models and maps created in Blender, as well as some fine rigging which controls the movement of the body flexibly. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, pupils, sclerae, lacrimal caruncles, oral cavity, tongue and feathers.
Polygons
Body: vertices 13,831; polygons 13,830
Pupils: vertices 1,348; polygons 1,408
Sclerae: vertices 964; polygons 1,024
Lacrimal caruncles: vertices 832; polygons 768
Oral cavity: vertices 1,657; polygons 1,599
Tongue: vertices 7,613; polygons 7,598
Feathers: vertices 1351,354; polygons 919,061
Total: vertices 1377,599; polygons 945,288
Formats
There is a Blender project and an OBJ file.
Textures
JF0O0A0H_Pygoscelis_BellyFeather_BaseColor.png, 5000* 5000
JF0O0A0H_Pygoscelis_BellyFeather_Normal.png, 5000* 5000
JF0O0A0H_Pygoscelis_BellyFeather_Specular.png, 5000* 5000
JF0O0A0H_Pygoscelis_Body_BaseColor.1001.png, 4096* 4096
JF0O0A0H_Pygoscelis_Body_BaseColor.1002.png, 4096* 4096
JF0O0A0H_Pygoscelis_Body_Normal.1001.png, 4096* 4096
JF0O0A0H_Pygoscelis_Body_Normal.1002.png, 4096* 4096
JF0O0A0H_Pygoscelis_Body_Specular.1001.png, 4096* 4096
JF0O0A0H_Pygoscelis_Body_Specular.1002.png, 4096* 4096
JF0O0A0H_Pygoscelis_Eye_BaseColor.png, 4096* 4096
JF0O0A0H_Pygoscelis_Eye_Normal.png, 4096* 4096
JF0O0A0H_Pygoscelis_Hair_ID.png, 4096* 4096
JF0O0A0H_Pygoscelis_SmallFeather_BaseColor.png, 4096* 4096
JF0O0A0H_Pygoscelis_SmallFeather_ID.png, 4096* 4096
JF0O0A0H_Pygoscelis_SmallFeather_Normal.png, 4096* 4096
JF0O0A0H_Pygoscelis_SmallFeather_Specular.png, 4096* 4096
JF0O0A0H_Pygoscelis_TailFeather_BaseColor.png, 4096* 4096
JF0O0A0H_Pygoscelis_TailFeather_Normal.png, 4096* 4096
JF0O0A0H_Pygoscelis_TailFeather_Specular.png, 4096* 4096
JF0O0A0H_Pygoscelis_TailSmallFeather_Specular.png, 4096* 4096
JF0O0A0H_Pygoscelis_TailSmallFeather_BaseColor.png, 4096* 4096
Rigging
The model is equipped with detailed controllers for easier posing and animation. The functionalities are as follows:
CTR_root controls the overall model and comes with four customized attributes:
BackFeather_D controls the spreading effect of the "Pygoscelis_BodyBack_Feather_Skin" tail feathers. This effect cannot be used when "Pygoscelis_BodyBack_Feather_Skin" feathers are in "SurfaceDeform" pose mode.
BackFeather_Skin switches between two binding methods for "Pygoscelis_BodyBack_Feather_Skin" feathers: "Armature" and "SurfaceDeform".
BackFeather_U controls the spreading effect of the "Pygoscelis_BodyBack_Feather_Skin" head feathers. This effect cannot be used when "Pygoscelis_BodyBack_Feather_Skin" feathers are in "SurfaceDeform" pose mode.
BellyFeather_Skin switches between two binding methods for "Pygoscelis_Belly_Feather_Skin" feathers: "Armature" and "SurfaceDeform".
CTR_gravity is the controller of the center of gravity, it comes with four customized attributes:
Clavicle_Follow_L controls whether the character's left shoulder rotates following the body.
Clavicle_Follow_R controls whether the character's right shoulder rotates following the body.
Head_Follow controls whether the character's head rotates following the body.
Neck_Follow controls whether the character's neck rotates following the body.
CTR_head is the head controller.
CTR_eye_b.L, CTR_eye_a.L, CTR_eye_b.R, and CTR_eye_a.R are the eye controllers.
CTR_blink.L and CTR_blink.R control the blinking effect through Location.
CTR_chin_a and CTR_chin_b are the chin controllers.
CTR_foot.L and CTR_foot.R are the left and right IK controllers of the leg, each comes with one customized attribute:
FK_IK switches between FK and IK for the legs.
CTR_FK_thigh_a.L, CTR_FK_shin_b.L, CTR_FK_foot.L, CTR_FK_thigh_a.R, CTR_FK_shin_b.R, and CTR_FK_foot.R are the left and right FK leg controllers.
CTR_foot_a.L and CTR_foot_a.R control the abduction and adduction of the toes.
CTR_tail controls the opening and closing of the tail feathers through Location.
Additional auxiliary controllers are present on the body to facilitate more detailed animation work.
Animations
Loopable walking animation at 30 fps, frame range 0-140
Loopable swimming animation at 30 fps, frame range 0-40
Loopable sliding animation at 30 fps, frame range 0-126
Unlooped out-of-the-water animation at 30 fps, frame range 0-151
Features
The model is in meter units at real-world scale.
To run faster, Display of the fur is disabled, with Render enabled. Display and Render of the feather instance objects are all disabled, these feathers are reserved in case of later modification.
Except for the above, the model can be rendered in the current project directly.
Note: "Pygoscelis_Belly_Feather_Skin, Pygoscelis_BodyBack_Feather_Skin, Pygoscelis_ChestSide_Feather_Skin, Pygoscelis_Head_Feather_Skin, Pygoscelis_Wing_Feather01_Skin, Pygoscelis_Wing_Feather02_Skin, Pygoscelis_Wing_Feather03_Skin, Pygoscelis_Wing_Feather04_Skin" are feathers on the body, and use both "Armature" and "SurfaceDeform" binding methods, allowing for flexible switching between various poses and animations to achieve a more natural silhouette of the model. However, it is recommended that, only "Pygoscelis_Belly_Feather_Skin" and "Pygoscelis_BodyBack_Feather_Skin" should be switched in such way, aside from them, other parts should predominantly use the "SurfaceDeform" binding method for closer feather-to-body alignment. Due to limitations with "SurfaceDeform", using "CTR_root" to scale the feathers on body in "SurfaceDeform" mode can cause improper scaling, but a solution has been found. You can switch to "Armature" binding mode for scaling while in a default pose, turning off the "CorrectiveSmooth" modifier attribute for "Pygoscelis_Belly_Feather_Skin" and "Pygoscelis_BodyBack_Feather_Skin". Then scale it, after that, select the relevant feathers, go to "Modifier Properties", turn on "SurfaceDeform", click "Unbind" and then "Bind", and switch back to "SurfaceDeform" to resolve the issue. For "Pygoscelis_Head_Feather_Skin" feathers, when re-binding in "SurfaceDeform", you should slightly rotate "CTR_chin_a" downwards to achieve better deformation effects around the mouth.
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