Introduction
This is a high-quality Arabian red fox model with multiple 4K UDIM maps, fur, rigging, a realistic muscle structure and an oral cavity. It comes with a complex hair system which presents a realistic hair effect, as well as a detailed facial expression system. This model is made with Blender 3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, paws, eyelids, eyes, tongue and teeth.
Polygons
Body: vertices 101,498; polygons 101,496
Paws: vertices 3,120; polygons 3,054
Eyelid01: vertices 452; polygons 448
Eyelid02: vertices 1,356; polygons 1,344
Eyes: vertices 2,184; polygons 2,240
Tongue: vertices 2,714; polygons 2,712
Teeth: vertices 18,271; polygons 18,046
Total: vertices 129,595; polygons 129,340
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0N6T00_ArabianRedFox_Body_Normal.1001.png, 4096 *4096
JW0N6T00_ArabianRedFox_Body_Normal.1002.png, 4096 *4096
JW0N6T00_ArabianRedFox_Body_Normal.1003.png, 4096 *4096
JW0N6T00_ArabianRedFox_Fur_BaseColor.1001.png, 4096 *4096
JW0N6T00_ArabianRedFox_Fur_BaseColor.1002.png, 4096 *4096
JW0N6T00_ArabianRedFox_Fur_ID.1001.png, 4096 *4096
JW0N6T00_ArabianRedFox_Fur_ID.1002.png, 4096 *4096
JW0N6T00_ArabianRedFox_Skin_BaseColor.1001.png, 4096 *4096
JW0N6T00_ArabianRedFox_Skin_BaseColor.1002.png, 4096 *4096
JW0N6T00_ArabianRedFox_Skin_BaseColor.1003.png, 4096 *4096
Rigging
With full controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root controls the entire model.
CTR_gravity_f, CTR_gravity_m and CTR_gravity_b control the centers of gravity of the body.
CTR_gravity_b comes with two customized attributes:
Tail_Follow controls whether the tail rotates following the center of gravity;
Tail_IKFK switches between IK/FK of the tail non-seamlessly.
CTR_Spine_B controls the rear spine;
CTR_spine_m controls the middle spine;
CTR_spine_f controls the front spine;
CTR_neck_a controls the root of the neck;
CTR_neck_c controls the head.
When CTR_spine_f is rotating, its customized attribute Shoulder_Follow_L controls whether the shoulders rotate following it.
CTR_neck comes with multiple customized attributes:
Head_Follow controls whether the head rocates following the parent controller;
Neck_Follow controls whether the neck rocates following the parent controller;
When the center of gravity is rotating, Head_Follow only works when Neck_Follow is 1;
Neck_IKFK switches between IK/FK of the neck non-seamlessly.
CTR_FK_tail_a, CTR_FK_tail_b, CTR_FK_tail_c…… are FK controllers of the tail.
CTR_SplineIK_tail_a, CTR_SplineIK_tail_d, CTR_SplineIK_tail_g…… are IK controllers of the tail.
CTR_venter.001 controls the abdomen.
CTR_Foot_F.L is the IK controller of the left forefoot. It comes with multiple customized attributes:
L_F_IK_FK switches between IK/FK of the legs non-seamlessly;
Leg_stretch controls whether the legs can be stretched in IK mode;
Wrist_IK switches between different IK modes of the legs, when it's 2, the ankle does not rotate following the IK controller; when it's 3, the ankle rotates following the IK controller.
CTR_Foot_F.R is the IK controller of the right forefoot:
L_F_IK_FK switches between IK/FK of the legs non-seamlessly;
Leg_stretch controls whether the legs can be stretched in IK mode;
Wrist_IK switches between different IK modes of the legs, when it's 2, the ankle does not rotate following the IK controller; when it's 3, the ankle rotates following the IK controller.
CTR_Foot_B.L is the IK controller of the left hind foot. It comes with two customized attributes:
L_B_IK_FK switches between IK/FK of the legs non-seamlessly;
Leg_stretch controls whether the legs can be stretched in IK mode.
CTR_Foot_B.Ris the IK controller of the right hind foot. It comes with two customized attributes:
L_B_IK_FK switches between IK/FK of the legs non-seamlessly;
Leg_stretch controls whether the legs can be stretched in IK mode.
CTR_Toe_F_motion.L, CTR_Toe_F_motion.R, CTR_Toe_B_motion.L and CTR_Toe_B_motion.R are detailed controllers of the toes. Location on the Y axis controls the extension and flexion of the toes; Location on the Z axis squeezes the paw pad; Rotation over the X axis controls the plantar flexion and dorsiflexion of the paws; Rotation over the Z axis controls the abduction and adduction of the toes.
CTR_jaw_master contrals the jaw.
CTR_eyes, CTR_eye.L and CTR_eye.R control the movement of the eyes.
CTR_eye.L.002 and CTR_eye.R.002 control the winkling.
CTR_eyebrow_b.L, CTR_eyebrow_b.R, CTR_eyebrow_a.L and CTR_eyebrow_a.R control the facial expression of the eyebrows.
There are complex controllers of face and tongue for creating plenty of facial expressions, and more detailed controllers of the body for subtle actions.
And more ...
Animation
Unlooped walking animation at 30 fps, frame range 0-240
Unlooped trotting animation at 30 fps, frame range 0-240
Unlooped watching animation at 30 fps, frame range 0-240
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project directly.
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