Introduction
This is a high-quality Eurasian wolf model with 4K UDIM maps, hair, rigging and one realistic animation. The model has a realistic muscle structure, a complex hair system created in Blender which makes the hair natural and realistic, and a detailed facial expression controlling system. This model is made with Blender and Cycles renderer at real-world scale.
Introduction
It consists of the body, claws, eyes, oval cavity, teeth and tongue.
Polygons
Body: vertices: 27,972; polygons: 27,970
Claws: vertices: 3,104; polygons: 3,072
Eyes: vertices: 2,440; polygons: 2,560
Oral cavity: vertices: 8,013; polygons: 8,014
Teeth: vertices: 4,612; polygons: 4,528
Tongue: vertices: 1,149; polygons: 1,112
Total: vertices: 47,290; polygons: 47,256
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0O0P00_Wolf_Body_BaseColor.1001.png, 4096 4096
JF0O0P00_Wolf_Body_BaseColor.1002.png, 4096 *4096
JF0O0P00_Wolf_Body_BaseColor.1003.png, 4096 4096
JF0O0P00_Wolf_Body_ID.png, 1024* 1024
JF0O0P00_Wolf_Body_Normal.1001.png, 4096* 4096
JF0O0P00_Wolf_Body_Normal.1002.png, 4096* 4096
JF0O0P00_Wolf_Body_Normal.1003.png, 4096* 4096
JF0O0P00_Wolf_Body_Roughness.1001.png, 4096* 4096
JF0O0P00_Wolf_Body_Roughness.1002.png, 4096* 4096
JF0O0P00_Wolf_Body_Roughness.1003.png, 4096* 4096
JF0O0P00_Wolf_Body_Specular.1001.png, 4096* 4096
JF0O0P00_Wolf_Body_Specular.1002.png, 4096* 4096
JF0O0P00_Wolf_Body_Specular.1003.png, 4096* 4096
JF0O0P00_Wolf_Eye_BaseColor.png, 2048* 2048
JF0O0P00_Wolf_Hair_BaseColor.1001.png, 4096* 4096
JF0O0P00_Wolf_Hair_BaseColor.1002.png, 4096* 4096
JF0O0P00_Wolf_Hair_BaseColor.1003.png, 4096* 4096
JF0O0P00_Wolf_Hair_Body_A_Clump.png, 1024* 1024
JF0O0P00_Wolf_Hair_Body_A_Rou.png, 1024* 1024
JF0O0P00_Wolf_Hair_ID_A.png, 1024* 1024
JF0O0P00_Wolf_Hair_ID_B.png, 1024* 1024
JF0O0P00_Wolf_Hair_ID_C.png, 1024* 1024
JF0O0P00_Wolf_Hair_ID_D.png, 1024* 1024
JF0O0P00_Wolf_Hair_Mask.png, 1024* 1024
JF0O0P00_Wolf_OralCavity_BaseColor.1001.png, 2048* 2048
JF0O0P00_Wolf_OralCavity_BaseColor.1002.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_gravity controls the center of gravity, it comes with three customized attributes:
head_follow controls whether the head follows the body rotation;
neck_follow controls whether the neck follows the body rotation;
tail_follow controls whether the tail follows the body rotation.
CTR_IK_spine_a, CTR_IK_spine_c and CTR_IK_spine_e are spine IK controllers.
CTR_FK_neck_a and CTR_FK_neck_b are neck controllers.
CTR_IK_head controls the head.
CTR_FK_tail_a, CTR_FK_tail_b, ...CTR_FK_tail_i are tail FK controllers.
CTR_IK_foot_F.L and CTR_IK_foot_F.R are IK controllers for forelegs.
CTR_setting_F.L and CTR_setting_F.R come with three customized attributes:
IK_FK switches between IK/FK for the legs;
IK_stretch controls whether the legs stretch in IK mode;
chain_length controls the length of IK chain for the legs.
CTR_IK_Boot_B.L and CTR_IK_Boot_B.L are IK controllers for the hind legs;
CTR_setting_B.R and CTR_setting_B.L come with two customized attributes:
IK_FK switches between IK/FK of the legs;
IK_stretch controls whether the legs stretch in IK mode;
CTR_jaw controls opening mouth.
There are complex facial controllers for creating plenty of facial expressions, as well as a UI panel for easier creation of finer expressions.
And more detailed controllers...
Animations
Loopable walking animation at 30 fps, frame range 0-192
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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