Introduction
This is a Palestine viper model with multiple 4K maps, rigging, animations, and a real oral cavity. It's made with Blender and Cycles renderer at a real-world scale.
It consists of the body, sclerae, irises, tongue, teeth, and scales.
Polygons
Body: vertices 7,760; polygons ; 7,720
Sclerae: vertices 964; polygons ; 1,024
Irises: vertices 332; polygons ; 344
Tongue: vertices 482; polygons ; 474
Teeth: vertices 9,558; polygons ; 9,072
Scales: vertices 624,148; polygons ; 520,028
Total: vertices 643,244; polygons ; 538,662
P.S. The number of vertices and polygons; in the Obj file differs from that of the Blender project, because Solidify modifier is applied when exporting the Obj file.
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0L811A0_Palestineviper_OralCavity_Normal.png, 4096*4096
JF0L811A0_Palestineviper_OralCavity_BaseColor.png, 4096*4096
JF0L811A0_Palestineviper_Head_BaseColor.png, 2048*2048
JF0L811A0_Palestineviper_Eye_BaseColor.png, 1024*1024
JF0L811A0_Palestineviper_Chin_BaseColor.png, 2048*2048
JF0L811A0_Palestineviper_Body_BaseColor.png, 4096*4096
JF0L811A0_Palestineviper_Belly02_BaseColor.png, 2048*2048
JF0L811A0_Palestineviper_Belly01_BaseColor.png, 4096*4096
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
Palestineviper_Crawl_MotionPath_Rig_grp is the skeleton that controls the path of a snake; Palestineviper_Rig_grp is the real rigging skeleton.
CTR_root controls the entire model, and its customized attribute body_IKFK controls the non-seamless IK/FK switch of the body.
There are real scales with high resolution. If they are not necessary, you can disable the Solidify and Subdivision modifiers of the scales by the customized attributes of CTR_root:
Modifier_Render_Solidify controls whether to render the Solidify modifiers
Modifier_Render_Subdivision controls whether to render the Subdivision modifiers
Modifier_Viewport_Solidify controls whether to display the Solidify modifiers
Modifier_Viewport_Subdivision controls whether to display the Subdivision modifiers
CTR_IK_body_a controls the movement of the entire body in IK mode; CTR_IK_body_b and CTR_IK_body_c…… control the movement of different body parts.
CTR_head controls the orientation of the head.
CTR_jaw controls the jaw.
CTR_Tongue_Out and CTR_root_tongue control the movement of the tongue, and the tongue has finer controllers for subtle adjustment.
CTR_eye.L and CTR_eye.R control the movement of the eyes, and their customized attribute Pupil_Scale controls the dilation and contraction of pupils.
CTR_tooth.R and CTR_tooth.L control the teeth.
The body has very detailed controllers in FK mode: FK_body00, FK_body01, FK_body02, etc, FK1_body00, FK1_body03 and so on.
Notice: CTR_root controller does not work, since the body is constrained by the spline of the path in IK mode. Yet it can work normally in FK mode.
And more...
Animations
Unlooped crawling animation at 30 fps, frame range 0-360
Features
The model is in meter units at a real-world scale.
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