Introduction
This is a high-quality Tibetan antelope model with multiple 4K UDIM maps, fur, rigging, 4 animations and a realistic muscle structure. It comes with a complex hair system which presents a realistic hair effect. This model is made with Blender 3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, left horn, right horn, oral cavity, upper teeth, lower teeth, tongue, corneas, pupils and lacrimal caruncles.
Polygons
Body: vertices 25,637; polygons 25,546
Left horn: vertices 6,442; polygons 6,440
Right horn: vertices 6,442; polygons 6,440
Oral cavity: vertices 18,083; polygons 18,082
Upper teeth: vertices 2,412; polygons 2,388
Lower teeth: vertices 5,616; polygons 5,576
Tongue: vertices 1,517; polygons 1,504
Corneas: vertices 2,180; polygons 2,176
Pupils: vertices 2,468; polygons 2,464
Lacrimal caruncles: vertices 270; polygons 224
Total: vertices 71,067; polygons 70,840"
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0N2N0U_TibetanAntelope_Male_Body_BaseColor.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Body_Normal.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Body_Skin_BaseColor.1001.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Body_Skin_BaseColor.1002.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Body_Specular.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Horn_BaseColor.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Horn_Normal.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_Horn_Specular.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_OralCavity_BaseColor.png, 4096 *4096
JF0N2N0U_TibetanAntelope_Male_OralCavity_Normal.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_root_b controls the center of gravity. It comes with 4 customized attributes:
head_follow controls whether the head follows;
neck_FK_IK switches between IK/FK of the neck;
neck_follow controls whether the neck follows;
tail_follow controls whether the neck rotates following CTR_root_b.
CTR_gravity_b controls the rear spine.
CTR_stretch_spine controls the middle spine.
CTR_gravity_a controls the front spine.
CTR_neck_a and CTR_neck_b control the neck.
CTR_head controls the head.
CTR_front_foot.L and CTR_front_foot.R are IK controllers of the forelegs.
CTR_front_shin_parent.L and CTR_front_shin_parent.R come with two customized attributes:
IK_FK switches between IK/FK of the forelegs;
IK_repair_joggle fixes the shaking of legs when the feet are not moving much on the Z axis.
CTR_hind_foot.L and CTR_hind_foot.R are IK controllers of the hind legs.
CTR_thigh_parent.L and CTR_thigh_parent.R come with multiple customized attributes:
IK_FK switches between IK/FK of the forelegs;
CTR_chin_a controls the jaw;
CTR_chin_c.001 controls the upper lip;
CTR_chin_c controls the lower lip;
CTR_blink.L and CTR_blink.R control the winkling.
CTR_eye_a.L and CTR_eye_a.R control the eyes.
There are detailed facial controllers for creating plenty of facial expressions, and more assistant controllers of the body.
And more ...
Animation
Unlooped watching animation at 30 fps, frame range 0-240
Loopable running animation at 30 fps, frame range 0-110
Loopable walking animation at 30 fps, frame range 0-165
Unlooped eating 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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