Introduction
This is a high-quality lazuli bunting model with 4K maps, rigging, 4 animations and fur. It's made with Blender and Cycles renderer at real-world scale.
It consists of body, eyelids, third eyelids, lens, oral cavity, pupils, tongue, wing feathers, tail feathers.
Polygons
Body: vertices 6,891; polygons 6,874
Eyelids: vertices 11,152; polygons 10,880
Third eyelids: vertices 1,156; polygons 1,216
Lens: vertices 964; polygons 1,024
Oral cavity: vertices 1,469; polygons 1,416
Pupils: vertices 1,220; polygons 1,280
Tongue: vertices 102; polygons 100
Wing feathers: vertices 5,950; polygons 4,200
Tail feathers: vertices 1,305; polygons 936
Total: vertices 30,209; polygons 27,926
Formats
There is a Blender project and an OBJ file.
Textures
JU0L521A5_LazuliBuntingMale_Body_BaseColor.png, 6144*6144
JU0L521A5_LazuliBuntingMale_Body_Normal.png, 6144*6144
JU0L521A5_LazuliBuntingMale_Body_Roughness.png, 6144*6144
JU0L521A5_LazuliBuntingMale_Feather01_B_BaseColor.png, 6144*6144
JU0L521A5_LazuliBuntingMale_Feather01_F_BaseColor.png, 6144*6144
JU0L521A5_LazuliBuntingMale_Feather02_B_BaseColor.png, 8192*8192
JU0L521A5_LazuliBuntingMale_Feather02_F_BaseColor.png, 8192*8192
JU0L521A5_LazuliBuntingMale_Feather03_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Belly_Feather_Blue_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Belly_Feather_Orange_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Belly_Feather_Pale_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Belly_Feather_Pale02_BaseColor.png, 4096*4096
JU0L521A5_LazuliBuntingMale_Hair_Body_BaseColor.png, 4096*4096
JU0L521A5_LazuliBuntingMale_Hair_Body_White_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Shoulder_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_Hair_Tail_Feather_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_OralCavity_BaseColor.png, 2048*2048
JU0L521A5_LazuliBuntingMale_OralCavity_Normal.png, 2048*2048
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
Ctrl_Global_Control controls the entire model.
Ctrl_IK_Shin.L and Ctrl_IK_Shin.R control the legs, and their customized attribute IK/FK controls the non-seamless control of IK/FK of the legs.
Ctrl_Neck_Rotate controls the neck, and its customized attribute Neck Pin controls whether the neck rotates following the spine; Neck_Ro controls whether the head rotates following the neck.
Ctrl_HandBone_StretchBone controls the head.
Ctrl_SpineControl controls the latter center of gravity of the body.
Ctrl_FlyControl controls the former center of gravity of the body.
CTR_Paw_Hold.R and CTR_Paw_Hold.L control the claws.
Ctrl_CollectWing.R and Ctrl_CollectWing.L control the folding of wing feathers by Location.
Ctrl_CollectTailFeather controls folding tail feathers by Location.
Fine rigging makes it possible to control every feather, and fold, unfold and bend wing and tail feathers conveniently.
And more...
Animations
Loopable flying animation at 30 fps, frame range 0-16
Unlooped JumpAndTweet animation at 60 fps 0-300
Unlooped LandAndTweet animation at 60 fps 0-300
Unlooped Tweet animation at 60 fps 0-300
Features
The model is in meter units at real-world scale.
The particle systems of the feathers are kept, with the render button disabled. And the instance objects of the feathers have also remained.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
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