Introduction
This is a high-quality racoon model with multiple 4K UDIM textures, realistic hair, detailed rigging and 3 animations. It also comes with a realistic muscle structure and an accurate oral cavity. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, nails, oral cavity, pupils and sclerae.
Polygons
Body: vertices: 28,644; polygons: 28,660
Nails: vertices: 2,576; polygons: 2,456
Oral cavity: vertices: 41,412; polygons: 41,014
Pupils: vertices: 1,156; polygons: 1,216
Sclerae: vertices: 1,284; polygons: 1,344
Total: vertices: 75,072; polygons: 74,690
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0O4V0B_Racoon_Body_BaseColor.1001.png, 4096* 4096
JF0O4V0B_Racoon_Body_BaseColor.1002.png, 4096* 4096
JF0O4V0B_Racoon_Body_BaseColor.1003.png, 4096* 4096
JF0O4V0B_Racoon_Eye_BaseColor.png, 2048* 2048
JF0O4V0B_Racoon_Hair_BaseColor01.1001.png, 4096* 4096
JF0O4V0B_Racoon_Hair_BaseColor01.1002.png, 4096* 4096
JF0O4V0B_Racoon_Hair_BaseColor01.1003.png, 4096* 4096
JF0O4V0B_Racoon_Hair_BaseColor02.1001.png, 4096* 4096
JF0O4V0B_Racoon_Hair_BaseColor02.1002.png, 4096* 4096
JF0O4V0B_Racoon_Hair_BaseColor02.1003.png, 4096* 4096
JF0O4V0B_Racoon_Normal.1001.png, 4096* 4096
JF0O4V0B_Racoon_Normal.1002.png, 4096* 4096
JF0O4V0B_Racoon_Normal.1003.png, 4096* 4096
JF0O4V0B_Racoon_OralCavity_BaseColor.1001.png, 4096* 4096
JF0O4V0B_Racoon_OralCavity_BaseColor.1002.png, 4096* 4096
JF0O4V0B_Racoon_OralCavity_Normal.1001.png, 4096* 4096
JF0O4V0B_Racoon_OralCavity_Normal.1002.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.
CTR_gravity controls the center of gravity for the body. It comes with customized attributes:
Head_Follow controls whether the head controller follows the parent controller rotation;
Neck_Follow controls whether the neck controller follows the parent controller rotation;
Tail_Follow controls whether the tail controller follows the parent controller rotation.
Tail_IKFK switches between IK/FK controllers for the tail.
CTR_spine_c, CTR_spine_b and CTR_spine_a control the front, middle and rear spine.
CTR_neck_a and CTR_neck_b control the neck.
CTR_head controls the head.
CTR_belly controls the abdomen.
CTR_jaw_a and CTR_jaw_b control the jaw.
CTR_eye.L and CTR_eye.R control the eyes.
CTR_UI_blink.R and CTR_UI_blink.L control the blinking in the UI panel.
CTR_UI_NoseBridge controls the wrinkles of the nose bridge in the UI panel, with a controller for angry expression.
CTR_scapular_fr_a.L and CTR_scapular_fr_a.R control the shoulder blades.
CTR_scapular_bk_a.L and CTR_scapular_bk_a.R control the hip bones.
CTR_foot_fr_a.L, CTR_foot_fr_a.R, CTR_foot_bk_a.L and CTR_foot_bk_a.R are IK controllers for the limbs.
CTR_scapular_fr_a.L.001.L, CTR_scapular_fr_a.L.001.R, CTR_scapular_bk_a.L.001.L and CTR_scapular_bk_a.L.001.R are attribute controllers for the limbs, with customized attributes:
IKFK_Switch switches between IK/FK for the limbs;
IK_stretch controls the stretching effect in IK mode for the limbs.
In addition, there are plenty of facial controllers for creating facial expressions, and a UI panel for easier animation creation. There are more secondary controllers for the spine, neck and limbs for more detailed control.
And more ...
Animations
Loopable running animation at 30 fps, frame range 0-240
Unlooped eating animation at 30 fps, frame range 0-255
Loopable walking animation at 30 fps, frame range 0-198
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.
Except for the above instructions, the model can be directly rendered in the project.
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