Introduction
This is a high-quality seagull model with maps, hair cards, rigging, 5 animations and a realistic muscle structure. In addition, there are complex feather cards and maps, with a total number of 540,000 faces for all the feathers which significantly increase the realism. Fine rigging makes it possible to control every feather and more details for the animation. This model is made with Blender3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, tongue, claws and feathers.
Polygons
Body: vertices 10,602; polygons 10,574
Eyes: vertices 2,184; polygons 2,304
Tongue: vertices 355; polygons 344
Claws: vertices 3,824; polygons 3,802
Feathers: vertices 732,488; polygons 543,986
Total: vertices 919,716; polygons 717,772
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0N2N0T_Seagull_BodyFeather_Mask.png, 4096* 4096
JF0N2N0T_Seagull_BodyFeather_Normal.png, 4096* 4096
JF0N2N0T_Seagull_Body_BaseColor.png, 4096* 4096
JF0N2N0T_Seagull_Body_Height.png, 4096* 4096
JF0N2N0T_Seagull_Body_SSS.png, 4096* 4096
JF0N2N0T_Seagull_CovertsMIN_BaseColor.png, 2048* 2048
JF0N2N0T_Seagull_CovertsMIN_Normal.png, 2048* 2048
JF0N2N0T_Seagull_Eye_BaseColor.png, 2048* 2048
JF0N2N0T_Seagull_Foot_BaseColor.png, 4096* 4096
JF0N2N0T_Seagull_Foot_Normal.png, 4096* 4096
JF0N2N0T_Seagull_Foot_Roughness.png, 4096* 4096
JF0N2N0T_Seagull_ScapularFeather_BaseColor.png, 2048* 2048
JF0N2N0T_Seagull_ScapularFeather_Normal.png, 2048* 2048
JF0N2N0T_Seagull_Tail2Feather_Mask.png, 2048* 2048
JF0N2N0T_Seagull_TailFeather_BaseColor.png, 2048* 2048
JF0N2N0T_Seagull_TailFeather_Bump.png, 2048* 2048
JF0N2N0T_Seagull_TailFeather_Normal.png, 2048* 2048
JF0N2N0T_Seagull_Wing_BaseColor.png, 4096* 4096
JF0N2N0T_Seagull_Wing_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. It comes with multiple customized attributes:
Head_FK_follow controls whether the head rotates following CTR_spineroot_a.001;
Neck_FK_follow controls whether the neck rotates following CTR_spineroot_a.001 in FK mode;
Neck_IK_FK switches between IK/FK controllers of the neck;
Neck_IK_follow controls whether the head rotates following CTR_spineroot_a.001 in IK mode;
CTR_spineroot_a.001 controls the movement of the center of the body.
CTR_head_a controls the head.
CTR_foot_a.L and CTR_foot_a.R are IK controllers of the legs.
CTR_FK_thigh.L, CTR_FK_shin.L, CTR_FK_foot.L, CTR_FK_thigh.R, CTR_FK_shin.R and CTR_FK_foot.R are leg controllers.
CTR_leg_setting.L and CTR_leg_setting.R comes with two customized attributes:
IK_FK switches between IK/FK mode of the legs;
IK_repair_joggle fixes the shaking of legs when the feet are not moving much on the Z axis.
CTR_jaw_b opens the mouth.
CTR_foldtailwing controls the folding and unfolding of the tail.
CTR_foldwing.L and CTR_foldwing.R fold the wings with Location quickly and conveniently, and improve the efficiency.
Each feather comes with skinned bone and a separate FK controller, detailed controller and bending controller. Fine rigging makes it possible to control every feather conveniently. Besides, there are some controllers which are to bend, rotate, fold and unfold all the feathers.
And more ...
Animation
Loopable walking animation at 30 fps, frame range 0-120
Loopable flying animation at 30 fps, frame range 0-240
Unlooped Look01 animation at 30 fps, frame range 0-330
Unlooped Look02 animation at 30 fps, frame range 0-240
Unlooped eating animation at 30 fps, frame range 0-290
Features
The model is in meter units at real-world scale.
Some objects for feather rigging in the project are not rendered or exported.
The model can be rendered in the current project directly.
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