Introduction
This is a high-quality vervet monkey model with 4K UDIM maps, fur, rigging, a realistic muscle structure, a realistic oral cavity and three realistic animations. A complex hair system is created in Blender with realistic effects, and a detailed facial expression controlling system is also available. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, corneae, pupils, oral cavity, upper teeth, lower teeth, tongue, cushion, eyelids, lacrimal glands.
[ytb-vid=LPny3ITpQkQ]
Polygons
Body: vertices 45,825; polygons 45,734
Corneae: vertices 964; polygons 1,024
Pupils: vertices 1,092; polygons 1,152
Oral cavity: vertices 6,212; polygons 6,056
Upper teeth: vertices 2,904; polygons 2,752
Lower teeth: vertices 2,904; polygons 2,752
Tongue: vertices 1,922; polygons 1,920
Cushion: vertices 2,370; polygons 2,304
Eyelids: vertices 1,232; polygons 1,232
Lacrimal glands: vertices 3,076; polygons 3,072
Total: vertices 68,501; polygons 67,998
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0N2N0B_VervetMonkeys_Oralcavity_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Oralcavity_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Roughness.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Hair_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_Hair_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_BaseColor.png, 4096*4096
Rigging
With detailed controllers, postures and animations are easier to create, the features are as follows:
Root controls the entire model.
CTR_Gravity controls the center of gravity, it comes with multiple customized attributes:
head_follow controls whether the head follows;
neck_follow controls whether the neck follows;
tail_follow controls whether the tail follows;
tail_IKFK switches between IK/FK of the tail.
CTR_Spine_F, CTR_Spine_M and CTR_Spine_B are controllers of the front, middle and rear spine.
CTR_FK_Tail01, CTR_FK_tail_000, CTR_FK_tail_001…… are FK controllers of the tail.
CTR_IK_tail_000, CTR_IK_tail_001, CTR_IK_tail_002…… are IK controllers of the tail.
CTR_FK_Neck01 and CTR_FK_Neck02 are FK controllers of the neck.
CTR_FK_Head controls the head.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are IK controllers of the limbs.
CTRF_ToeRoll_F.L, CTRF_ToeRoll_F.R, CTRF_ToeRoll_B.L and CTRF_ToeRoll_B.R control the abduction and adduction of the toes.
CTR_IK_FootRoll03_F.L, CTR_IK_FootRoll03_F.R, CTR_IK_FootRoll04_B.L and CTR_IK_FootRoll04_B.R are customized controllers of the limbs, which control the axis of rotation by Location.
CTR_toe_contract_F.L, CTR_toe_contract_F.R, CTR_toe_contract_B.L and CTR_toe_contract_B.R detailed controllers of the toes, which control the extension and flexion of the toes by Location.
CTR_Chin controls the jaw.
CTR_Eye, CTR_Eye.L and CTR_Eye.R control the eyes.
CTR_EyeC.L and CTR_EyeC.R control the winkling.
Complex facial controllers and assistant body controllers available.
And more ...
Animations
Loopable walking animation at 30 fps, frame range 0-364
Unlooped running animation at 30 fps, frame range 0-346
Unlooped see-and-flinch animation at 30 fps, frame range 0-392
[ytb-vid=zBscGmfXWsE]
[ytb-vid=MWwgcaYcWTw]
[ytb-vid=O4Ca0AF8pd8]
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project directly.
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