This Akita dog model has multiple 4K UDIM maps, fur, rigging and 6 animations, as well as a real oral cavity model. The fur maps and skin maps are made separately to get a more realistic effect. The rigging comes with common expressions presets, including opening mouth, winkle, etc. The model is made with Blender and Cycles at real-world scale. It consists of 5 objects: Body, eyes, upper teeth, lower teeth, toes.
Body: vertices 88,930; polygons 88,922
Eyes: vertices 3,068; polygons 3,124
Upper teeth: vertices 21,788; polygons 21,752
Lower teeth: vertices 22,840; polygons 22,800
Toes: vertices 3,076; polygons 3,072
Total: vertices 139,702; polygons 139,670
There is a Blender project and an OBJ file without rigging or animation.
JF0LA25A1_AkitaDog_BodyParts_BaseColor.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1004.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1003.png, 4096*4096
With full controllers, the postures and animations are easier to create. The features are as follows:
CTR_Root controls the entire model.
CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail.
CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L.
CTR_neck comes with the customized attributes Head_Follow that controls whether the head rotates following the parent controller; Neck_Follow controls whether the neck rotates following the parent controller; when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1, Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_Foot_F.L/R is the IK controller of the forepaw, and the customized attribute L/R_F_IK_FK controls the non-seamless switch of leg IK/FK, and Leg_stretch controls whether the leg can be stretched in IK mode; Wrist_IK: when set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when set to 3, there are three pieces of bones, and the wrist rotates following the IK controller.
CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes:
L/R_B_IK_FK control the non-seamless switch of leg IK/FK;
Leg_stretch controls whether the leg can be stretched in IK mode.
CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes.
Y Location controls the force and relaxation of the toes,
Z Location controls the squeeze of the foot pad.
X Rotate controls the bending of the toes,
Z Rotate controls the opening and closing of the toes.
CTR_eye.L/R.002 controls the blink.
CTR_NoseWrinkle controls the wrinkle of the nose.
CTR_Gape controls the animation mouth opening.
There are fine facial and tongue controllers for detailed facial expressions creation.
And more.
Loopable walking animation at 30 fps, Frame range 0-240
Loopable trotting animation at 30 fps, Frame range 0-160
Loopable running animation at 30 fps, Frame range 0-30
Unlooped lying animation at 30 fps, Frame range 0-300
Unlooped sitting animation at 30 fps, Frame range 0-330
Unlooped smelling animation at 30 fps, Frame range 0-295
The model is in meter units at real-world scale.
To run faster, the fur is hidden, and with Render enabled.
If this high resolution is not 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.
https://www.youtube.com/c/VFXGrace
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