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This baby rhino model is with 4K maps, hair, rigging, animations and realistic skin sculpture details. It's made with Blender and Cycles renderer at real-world scale.
The model consists of 9 objects: Body, left sclera, right sclera, left iris, right iris, lacrimal glands, lacrimal caruncles, teeth, tongue.
Body: vertices 22,692; polygons 22,692
Left sclera: vertices 274; polygons 288
Right sclera: vertices 274; polygons 288
Left iris: vertices 306; polygons 320
Right iris: vertices 306; polygons 320
Lacrimal glands: vertices 532; polygons 528
Lacrimal caruncles: vertices 452; polygons 448
Teeth: vertices 632; polygons 618
Tongue: vertices 1,585; polygons 1,568
Total: vertices 27,053; polygons 27,070
There is a Blender project and an OBJ file.
JU0L522A0_BabyRhino_OralCavity_BaseColor.png, 2048*2048
JU0L522A0_BabyRhino_Body_Roughness.png, 4096*4096
JU0L522A0_BabyRhino_Body_Normal.png, 4096*4096
JU0L522A0_BabyRhino_Body_BaseColor.png, 4096*4096
Full controllers are available to make it easier to create postures and animations. The features are as follows:
CTR_root controls the entire model.
CTR_gravity and CTR_Spine control the body.
CTR_root controls how the neck follows by the customized attributes.
Facial rigging is available, which can create simple facial expressions such as winking, shaking of facial skin, the deformation of lips, etc.
CTR_FT_footRoll_L, CTR_FT_footRoll_R, CTR_BK_footRoll_L and CTR_BK_footRoll_R control the movement of limbs.
CTR_start_spine controls the latter spine; CTR_end_spine controls the former spine; CTR_Neck.008 controls the root of the neck; CTR_Neck.009 controls the head.
And more …
Loopable walking at 30 fps, frame range 0-40
Loopable running at 30 fps, frame range 0-80
The model is in meter units at real-world scale.
The Multiresolution modifiers are kept on the model to keep the details. Only Display is toggled on by default for faster running.
The Display button of the fur is disabled.
The model can be rendered in the current project, without any other adjustment.
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