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This is a young lamb model with multiple 4K PBR maps, fur, rigging, and 5 animations. It's made with Blender and Cycles renderer.
The model consists of 10 objects: Body, lacrimal glands, lacrimal caruncles, upper oral cavity, lower oral cavity, pupils, lens, tongue, upper teeth, lower teeth.
Body: vertices 49,224; polygons 49,222
Lacrimal Glands: vertices 780; polygons 776
Lacrimal Caruncles: vertices 1,316; polygons 1,312
Upper oral cavity: vertices 12,113; polygons 12,006
Lower oral cavity: vertices 6,485; polygons 6,372
Pupils: vertices 2,340; polygons 2,368
Lens: vertices 1,700; polygons 1,728
Tongue: vertices 6,058; polygons 6,056
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Total: vertices 136,870; polygons 135,800
There is a Blender project and an OBJ file.
There are full controllers and detailed facial rigging. Multiple shape keys are applied for a more realistic result.
The features are as follows:
CTR_Neck has multiple customized attributes:
FK-Head_Follow controls whether the head moves following the parent controller in FK mode;
FK-Neck_Follow controls whether the neck moves following the parent controller in FK mode;
Head_Follow controls whether the head moves following the parent controller in IK mode;
Neck_Follow controls whether the neck moves following the parent controller in IK mode;
Neck_IKFK controls the switch of IK/FK mode.
CTR_Tail controller controls whether the tail moves following the parent controller by the customized attribute Tail_Follow.
CTR_Leg_F_Other.L/R have 3 customized attributes:
IK%FK controls the IK/FK switch of forelegs;
Leg-stretch controls the stretch limit of the legs in IK mode;
knee_shake is to solve the knees jitter.
CTR_Leg_B_Other.L/R have customized attributes:
IK/FK controls the IK/FK switch of hind legs;
Leg-stretch controls the stretch limit of the legs in IK mode.
CTR_OpenToe_F/B.L/R control the extension and flexion of the toes.
eye.L/R.001 control the winkle.
Unlooped eating animation at 30 fps, frame range 0-360;
Loopable walking animation at 30 fps, frame range 0-240;
Unlooped watching animation at 30 fps, frame range 0-360;
Unlooped lying animation at 30 fps, frame range 0-307;
Loopable trotting animation at 30 fps, frame range 0-160;
The model is in meter units at real-world scale.
If the large amount of hair isn't necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair;
Decrease the steps of the interpolated spine.
The model can be rendered in the current project, without any other adjustment.
There is a Blender project and an OBJ file without rigging or animation.
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