Introduction
This realistic rigged cormorant 3D model is designed for professional animation, rendering, and VFX projects. Fully rigged for smooth and lifelike movements, it’s perfect for wildlife animations, CGI films, and architectural visualizations. Built with high-quality details and textures, this model ensures outstanding results in both real-time workflows and high-quality renders.
Description
It consists of the body, eyelids, third eyelids, pupils, eyeballs, oral cavity and feathers.
Polygons
Body: vertices: 19,485; polygons: 19,454
Eyelids: vertices: 3,910; polygons: 3,680
Third eyelids: vertices: 578; polygons: 576
Pupils: vertices: 1,028 ; polygons: 1,088
Eyeballs: vertices: 1,220; polygons: 1,280
Oral cavity: vertices: 417; polygons: 390
Feathers: vertices: 438,713; polygons: 334,954
Total: vertices: 465,351; polygons: 361,422
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JC0O4X0A_Cormorant_BackFeather_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_BackFeather_Specular.png, 4096* 4096
JC0O4X0A_Cormorant_Body_AO.png, 4096* 4096
JC0O4X0A_Cormorant_Body_BaseColor.1001.png, 4096* 4096
JC0O4X0A_Cormorant_Body_BaseColor.1002.png, 4096* 4096
JC0O4X0A_Cormorant_Body_Height.png, 4096* 4096
JC0O4X0A_Cormorant_Body_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_Body_Roughness.png, 4096* 4096
JC0O4X0A_Cormorant_Body_SubsurfaceAmount.png, 4096* 4096
JC0O4X0A_Cormorant_Body2_Height.png, 4096* 4096
JC0O4X0A_Cormorant_BodyFeather_Alpha.png, 4096* 4096
JC0O4X0A_Cormorant_BodyFeather_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_BodyFeather_Roughness.png, 4096* 4096
JC0O4X0A_Cormorant_BodyFeather_Specular.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS01_BaseColor.1001.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS01_BaseColor.1002.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS01_Normal.1001.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS01_Normal.1002.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS02_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsDS02_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsMAV_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsMAV_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_CovertsMIV_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_Eye_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_Eyelid_AO.png, 4096* 4096
JC0O4X0A_Cormorant_Eyelid_Height.png, 4096* 4096
JC0O4X0A_Cormorant_Eyelid_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_B_BaseColor.1001.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_B_BaseColor.1002.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_B_BaseColor.1003.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_BaseColor.1001.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_BaseColor.1002.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_BaseColor.1003.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_Normal.1001.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_Normal.1002.png, 4096* 4096
JC0O4X0A_Cormorant_Feather_Normal.1003.png, 4096* 4096
JC0O4X0A_Cormorant_Hair_Head_Mask.png, 1024* 1024
JC0O4X0A_Cormorant_Rectrices_B_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_Rectrices_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_Rectrices_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_Scapulars_Metallic.png, 4096* 4096
JC0O4X0A_Cormorant_ScapularsLight_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_ScapularsRandom01_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts_Alpha.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts_Normal.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts01_Metallic.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts01Light_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts02_Specular.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts02Dark_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts02Light_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts03_BaseColor.png, 4096* 4096
JC0O4X0A_Cormorant_WingCoverts03_Specular.png, 4096* 4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root_a controls the entire model, with 12 customized attributes:
a_IKFK_leg.L switches between IK/FK for the left leg;
b_IKFK_leg.R switches between IK/FK for the right leg;
c_IK_Stretch_leg.L controls the IK stretch for the left leg;
d_IK_Stretch_leg.R controls the IK stretch for the right leg;
e_IKFK_neck switches between IK/FK for the neck;
f_IK_Stretch_neck controls the IK stretch for the neck;
g_head_follow controls whether the head follows rotation;
h_head_independent controls whether the head follows location in IK mode;
i_IK_neck_seldom controls the visibility of neck IK controller;
j_wing_follow controls whether the wings follow rotation;
k_neck_follow controls whether the neck follows rotation;
l_tail_follow controls whether the nose follows rotation.
CTR_BackGravity controls the rear center of gravity for the body.
CTR_FrontGravity controls the front center of gravity for the body..
CTR_IK_Root_neck_a, CTR_IK_Root_neck_c, CTR_FK_head_a and CTR_FK_head_b control the head.
CTR_FK_mouth controls the mouth.
CTR_eye_blink.L controls the opening and closing of the eyes, with the scale controlling the third eyelids.
CTR_eye_blink.R controls the opening and closing of the eyes, with the scale controlling the third eyelids.
CTR_left_wing_fold controls the folding and spreading of the left wing, which makes it more convenient to fold the wings and improve efficiency.
CTR_left_wing_SurfaceDeform toggles the surface deformation for the left side.
CTR_right_wing_fold controls the folding and spreading of the right wing, which makes it more convenient to fold the wings and improve efficiency.
CTR_right_wing_SurfaceDeform toggles the surface deformation for the right side.
CTR_FeaTail_fold controls the folding and spreading of the tail.
Additionally, there are more auxiliary controllers for the body, making it easier to create more detailed animations.
And more ...
Animations
Loopable flying animation at 30 fps, frame range 0-12
Unlooped take-off animation at 30 fps, frame range 0-150
Loopable swimming animation at 30 fps, frame range 0-144
Unlooped watching animation at 30 fps, frame range 0-150
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
Except for the above instructions, the model can be directly rendered in the project.
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