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Introduction
This package includes three high-quality zebra characters with models, textures, hair, rigging, and four lifelike and charming realistic animations. The models feature realistic muscle structures, and the textures are created at 4K resolution for enhanced realism. The rigging is highly detailed, allowing flexible control of body movements. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, pupils, eyeballs, upper teeth, lower teeth, and tongue.
Polygons
Body: vertices: 16,301; polygons: 16,254
Pupils: vertices: 964; polygons: 1,024
Eyeballs: vertices: 964; polygons: 1,024
Upper Teeth: vertices: 30,185; polygons: 29,508
Lower Teeth: vertices: 39,707; polygons: 39,014
Tongue: vertices: 5,281; polygons: 5,248
Total: vertices: 93,402; polygons: 92,072
Project Format
There is a Blender project and an OBJ file.
Textures
JF0N2N0D_Zebra_Body01_Specular_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body01_Specular_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body01_BaseColor_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body01_BaseColor_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body01_Normal_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body01_Normal_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body02_BaseColor_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body02_BaseColor_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body02_Normal_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body02_Normal_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body02_Roughness_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body02_Roughness_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body03_BaseColor_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body03_BaseColor_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body03_Normal_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body03_Normal_1002.png, 4096* 4096
JF0N2N0D_Zebra_Body03_Roughness_1001.png, 4096* 4096
JF0N2N0D_Zebra_Body03_Roughness_1002.png, 4096* 4096
JF0N2N0D_Zebra_Eye_BaseColor.png, 2048* 2048
JF0N2N0D_Zebra_Eye_Mask.png, 2048* 2048
JF0N2N0D_Zebra_Teeth_BaseColor.png, 4096* 4096
JF0N2N0D_Zebra_Teeth_Normal.png, 4096* 4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the entire model, with 10 customized attributes:
Leg_IKFK_B_L: Switches between IK and FK for the left hind leg;
Leg_IKFK_B_R: Switches between IK and FK for the right hind leg;
Leg_IKFK_F_L: Switches between IK and FK for the left foreleg;
Leg_IKFK_F_R: Switches between IK and FK for the right foreleg;
Leg_IK_roll_B_L: Controls whether the left hind leg follows the movement and rotation;
Leg_IK_roll_B_R: Controls whether the right hind leg follows the movement and rotation;
Leg_Stretch_B_L: Toggles stretch for the left hind leg;
Leg_Stretch_B_R: Toggles stretch for the right hind leg;
Leg_Stretch_F_L: Toggles stretch for the left foreleg;
Leg_Stretch_F_R: Toggles stretch for the right foreleg.
CTR_gravity controls the center of gravity, with 4 customized attributes:
Head_follow: Controls whether the head follows the neck;
Neck_IKFK: Switches between IK and FK for the neck;
Neck_follow: Controls whether the neck follows the spine;
Tail_follow: Controls whether the tail follows the spine.
CTR_eye_blink.L: Controls left eye blinking.
CTR_eye_blink.R: Controls right eye blinking.
CTR_chew: Controls jaw rotation.
CTR_nose: Controls nose rotation.
Additionally, the body has more controllers for better creating detailed animations.
And more ...
Animations
Loopable walking animation at 30 fps, frame range 0-184 frames
Loopable running animation at 30 fps, frame range 0-12 frames
Loopable trotting animation at 30 fps, frame range 0-100 frames
Unlooped watching animation at 30 fps, frame range 0-157 frames
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
The tail hair dynamics have baked data stored in the project. Dynamics are not enabled for static pose rendering in the 360 project and final rendering project.
Except for the above instructions, the model can be directly rendered in the project.
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