Introduction
This is a high-quality and detailed black cock model with textures, fur, rigging and three animations. The head is more detailed, the wing feathers are placed after real reference, and the body feathers are made as facets to speed up the rendering and make operations smooth. The rigging follows real bones, and there is a controller for folding wings. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, claws, lacrimal glands, pupils, corneas, feathers.
Polygons
Body: vertices 18,056; polygons 18,026
Claws: vertices 1,064; polygons 992
Lacrimal glands: vertices 2,634; polygons 2,528
Pupils: vertices 1,220; polygons 1,280
Feathers: vertices 210,064; polygons 112,255
Corneas: vertices 964; polygons 1,024
Total: vertices 234,002; polygons 136,105
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
Size of maps
JF0L629A1_BlackCock_Foot_BaseColor.png, 2048*2048
JF0L629A1_BlackCock_Foot_Normal.png, 2048*2048
JF0L629A1_BlackCock_Foot_Roughness.png, 2048*2048
JF0L629A1_BlackCock_Foot_Specular.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather01_Alpha.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather01_BaseColor.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather02_Alpha.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather02_BaseColor.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather03_Alpha.png, 2048*2048
JF0L629A1_BlackCock_Hair_BackFeather03_BaseColor.png, 2048*2048
And more...
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_ROOT controls the entire model, and its customized attributes IKFK_Leg_L and IKFK_Leg_R control the non-seamless switch of IK/FK of the legs.
ctr_spine._f comes with a customized attribute wing_Pin which controls whether the wing roots rotate following ctr_spine._f.
ctr_spine._f_ro comes with a customized attribute Wing_Follow which controls whether the wings rotate following it when Shoulder_Follow_L under ctr_shoulder.L and Shoulder_Follow_R under ctr_shoulder.R are both set to 0.
ctr_shoulder.L comes with a customized attribute Shoulder_Follow_L which controls whether the left wing follows the parent controller.
ctr_shoulder.R comes with a customized attribute Shoulder_Follow_R which controls whether the right wing follows the parent controller.
CTR_Neck_Spline_Curvature switches between different shapes of the neck by the Location.
CTR_Head is the IK controller of the head, and its customized attribute Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_blink.L and CTR_blink.R control the winkle.
CTR_Toe_bent.L and CTR_Toe_bent.R are detailed controllers of the toes, the Location controls the flexion and extension of the toes.
ctr_fold_tail controls the rotation, folding and unfolding of the tail feathers by the Location.
ctr_fold_wing.L and ctr_fold_wing.R control the folding of the wings by their Location.
The wings come with FK controllers, and each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers.
The body and the neck come with assistant controllers which fix the deformation of the body.
And more...
Animations
Unlooped crowing animation at 30 fps, frame range 0-450
Unlooped walking animation at 30 fps, frame range 0-500
Unlooped eating animation at 30 fps, frame range 0-450
Features
Set Transparency under Light Paths to 20 or larger before rendering.
A part of the tail feathers are applied with Cloth modifier which is cached and is ready for use.
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The model can be rendered in the current project, without any other adjustment.
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