This dog model has multiple 4K maps, fur, rigging and 6 animations. There is a fine facial controller and a realistic oral cavity, too. The body applies UDIM UV. This model is made with Blender and Cycles renderer at real-world scale.
The model consists of 6 objects: Body, eyes, eyelids, toes, lower teeth, upper teeth.
Body: vertices 88,924; polygons 88,922
Eyelids: vertices 564; polygons 564
Eyes: vertices 3,048; polygons 2,980
Toes: vertices 3,204; polygons 3,168
Lower teeth: vertices 20,504; polygons 20,464
Upper teeth: vertices 5,474; polygons 5,438
Total: vertices: 121,718; polygons: 121,536
There is a Blender project and an OBJ file without rigging or animation.
JU0L219A0_Dog_Body_BaseColor.1001.png, 4096*4096
JU0L219A0_Dog_Body_BaseColor.1002.png, 4096*4096
JU0L219A0_Dog_Body_BaseColor.1003.png, 4096*4096
JU0L219A0_Dog_Eye_BaseColor.png, 4096*4096
JU0L219A0_Dog_Eye_Mask.png, 4096*4096
JU0L219A0_Dog_Hair_BaseColor.1001.png, 4096*4096
JU0L219A0_Dog_Hair_BaseColor.1002.png, 4096*4096
JU0L219A0_Dog_Hair_BaseColor.1003.png, 4096*4096
JU0L219A0_Dog_Normal.1001.png, 4096*4096
JU0L219A0_Dog_Normal.1002.png, 4096*4096
JU0L219A0_Dog_Normal.1003.png, 4096*4096
JU0L219A0_Dog_Specular.1001.png, 4096*4096
JU0L219A0_Dog_Specular.1002.png, 4096*4096
JU0L219A0_Dog_Specular.1003.png, 4096*4096
With full controllers, the postures and animations are easier to create. The features are as follows:
CTR_Root controls the entire model.
CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail.
CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L.
CTR_neck comes with the customized attributes:
Head_Follow that controls whether the head rotates following the parent controller;
Neck_Follow controls whether the neck rotates following the parent controller;
when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1;
Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_Foot_F.L/R is the IK controller of the forepaw, and with customized attribute:
L/R_F_IK_FK controls the non-seamless switch of leg IK/FK;
Leg_stretch controls whether the leg can be stretched in IK mode;
Wrist_IK: when it’s set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when it’s set to 3, there are three pieces of bones, and the wrist rotates following the IK controller.
CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes:
L/R_B_IK_FK control the non-seamless switch of leg IK/FK;
Leg_stretch controls whether the leg can be stretched in IK mode.
CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes:
Y Location controls the force and relaxation of the toes;
Z Location controls the squeeze of the footpad;
X Rotate controls the bending of the toes;
Z Rotate controls the opening and closing of the toes.
CTR_eye.L/R.002 controls the blink.
CTR_NoseWrinkle controls the wrinkle of the nose.
CTR_Gape controls the mouth opening.
There are fine facial and tongue controllers for detailed facial expressions creation.
And more.
Loopable running animation at 30 fps, Frame range 0-110
Loopable walking animation at 30 fps, Frame range 0-242
Loopable trotting animation at 30 fps, Frame range 0-140
Unlooped smelling animation at 30 fps, Frame range 0-480
Unlooped yelping animation at 30 fps, Frame range 0-245
Unlooped watching animation at 30 fps, Frame range 0-378
The model is in meter units at real-world scale.
To run faster, the fur is hidden, and with Render enabled.
If this high resolution is not necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
https://www.youtube.com/c/VFXGrace
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