Introduction
This is a high-quality walrus model with multiple 4K UDIM textures, hair, rigging and animations, as well as realistic muscle structure. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, lacrimal glands and teeth.
Polygons
Body: vertices: 50,060; polygons: 50,058
Eyes: vertices: 2,568; polygons: 2,688
Lacrimal glands: vertices: 4,608; polygons: 4,608
Teeth 01: vertices: 4,868; polygons: 4,864
Teeth 02: vertices: 4,270; polygons: 4,032
Total: vertices: 66,374; polygons: 66,250
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Textures
JW0O8500_Walrus_Body_Hair_Density.png, 2048* 2048
JW0O8500_Walrus_Body_Hair_Mask.png, 2048* 2048
JW0O8500_Walrus_Body_BaseColor.1001.png, 40964096
JW0O8500_Walrus_Body_BaseColor.1002.png, 40964096
JW0O8500_Walrus_Body_Coat.1001.png, 40964096
JW0O8500_Walrus_Body_Coat.1002.png, 4096 4096
JW0O8500_Walrus_Body_Roughness.1001.png, 4096* 4096
JW0O8500_Walrus_Body_Roughness.1002.png, 4096* 4096
JW0O8500_Walrus_Body_Specular.1001.png, 4096* 4096
JW0O8500_Walrus_Body_Specular.1002.png, 4096* 4096
JW0O8500_Walrus_Body_SubsurfaceAmount.1001.png, 4096* 4096
JW0O8500_Walrus_Body_SubsurfaceAmount.1002.png, 4096* 4096
JW0O8500_Walrus_Eye_Basecolor.png, 4096* 4096
JW0O8500_Walrus_Teeth_Basecolor.png, 4096* 4096
JW0O8500_Walrus_Teeth_Normal.png, 4096* 4096
JW0O8500_Walrus_Body_Normal.1001.png, 8192* 8192
JW0O8500_Walrus_Body_Normal.1002.png, 8192* 8192
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_follow controls whether the head is following;
neck_follow controls whether the neck is following;
tail_follow controls whether the tail is following;
spine_IK_FK switches between IK/FK of the spine;
limit_belly_location controls the location of the abdomen controller.
CTR_gravity_F controls the center of gravity for the body.
CTR_IK_spine_F, CTR_IK_spine_M and CTR_IK_spine_B are front, middle and rear spine controllers.
CTR_FK_spine_a, CTR_FK_spine_b, CTR_FK_spine_c... are FK controllers for the spine.
CTR_neck is the root neck controller.
CTR_IK_neck_M controls the middle neck.
CTR_head controls the head.
CTR_mouth and CTR_mouth.001 control the mouth.
CTR_eye.L and CTR_eye.R control the eyes.
CTR_eye_blink.L and CTR_eye_blink.R control the blinking of eyes.
CTR_scapular.L and CTR_scapular.R control the shoulder blades.
CTR_hip.L and CTR_hip.R control the hip bones.
CTR_IK_root_foot_F.L, CTR_IK_root_foot_F.R, CTR_IK_root_foot_B.L and CTR_IK_root_foot_B.R are IK controllers for the limbs.
CTR_setting_F.L, CTR_setting_F.R, CTR_setting_B.L and CTR_setting_B.R are attribute controllers for the limbs. They come with multiple customized attributes:
IK_FK switches between IK/FK control of the limbs;
IK_stretch controls the stretch of the limbs in IK mode.
CTR_IK_Rot_foot_F.L, CTR_IK_Rot_foot_F.R, CTR_IK_Rot_foot_B.L and CTR_IK_Rot_foot_B.R are the pivot controllers for the limbs in IK mode. You can use them to customize a position as the rotation pivot point for IK.
The spine, neck, limbs and abdomen come with more auxiliary controllers for more detailed control. Additionally, there are more facial controllers for creating facial expressions.
And more ...
Animations
Loopable running animation at 30 fps, frame range 0-26
Unlooped swimming animation at 30 fps, frame range 0-180
Loopable walking animation at 30 fps, frame range 0-85
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.
"JW0O8500_Walrus_Run_4" simulates the cloth and is enabled by default.
Except for the above instructions, the model can be directly rendered in the project.
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