Introduction
This is a high-quality four-eyed dog model with textures, fur, rigging and 5 animations, and the body UV applies 4K UDIM maps. It's made with Blender and Cycles renderer at real-world scale.
The model consists of body, claws, lacrimal glands, oral cavity, pupils, corneas, upper teeth, lower teeth, tongue.
Polygons
Body: vertices 33,584; polygons 33,582
Claws: vertices 3,492; polygons 3,456
Lacrimal glands: vertices 392; polygons 384
Oral cavity: vertices 14,560; polygons 14,439
Pupils: vertices 1,378; polygons 1,344
Corneas: vertices 1,156; polygons 1,216
Lower teeth: vertices 6,168; polygons 6,136
Upper teeth: vertices 6,282; polygons 6,224
Tongue: vertices 5,006; polygons 5,004
Total: vertices 72,018; polygons 71,785
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JC0L219A3_FourEyedDog_Eye_BaseColor.png, 4096*4096
JC0L219A3_FourEyedDog_Eye_Normal.png, 4096*4096
JC0L219A3_FourEyedDog_Eye_Specular.png, 4096*4096
JC0L219A3_FourEyedDog_Hair_BaseColor01.1001.png, 4096*4096
JC0L219A3_FourEyedDog_Hair_BaseColor01.1002.png, 4096*4096
JC0L219A3_FourEyedDog_Hair_BaseColor02.png, 4096*4096
JC0L219A3_FourEyedDog_Hair_Mask01.png, 2048*2048
JC0L219A3_FourEyedDog_Hair_Mask02.png, 2048*2048
JC0L219A3_FourEyedDog_Hair_Mask03.png, 2048*2048
JC0L219A3_FourEyedDog_Hair_Mask04.png, 4096*4096
JC0L219A3_FourEyedDog_OralCavity_BaseColor.png, 4096*4096
JC0L219A3_FourEyedDog_OralCavity_Normal.png, 4096*4096
JC0L219A3_FourEyedDog_OralCavity_Specular.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_BaseColor.1001.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_BaseColor.1002.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Mask.1001.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Mask.1002.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Normal.1001.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Normal.1002.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Specular.1001.png, 4096*4096
JC0L219A3_FourEyedDog_Skin_Specular.1002.png, 4096*4096
JC0L219A3_FourEyedDog_Tooth_BaseColor.png, 4096*4096
JC0L219A3_FourEyedDog_Tooth_Normal.png, 4096*4096
JC0L219A3_FourEyedDog_Tooth_Specular.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create. The features are as follows:
ROOT_root_b controls the entire model.
CTR_gravity_a controls the latter spine, when it moves, its customized attribute CTR_Foot_b_IK.L and CTR_Foot_b_IK.R control whether the legs follow it in IK mode; Tail_Follow controls whether the tail rotates following it.
CTR_gravity_b controls the former spine; when it moves, its customized attribute CTR_Foot_f_IK.L and CTR_Foot_f_IK.R control whether the legs follow it in IK mode; Neck_Follow controls whether the neck rotates following it; Head_Follow controls whether the head rotates following it, Head_Follow only works when Neck_Follow is set to 0.
CTR_head is the controller of the head, when the head rotates, its customized attribute eye_follow controls whether the eyes follow.
CTR_eye, CTR_eye.L, CTR_eye.R, CTR_eye_a.L and CTR_eye_a.R control the eyes and eyelids.
CTR_eye_b.L and CTR_eye_b.R control the eyes without eyelids.
CTR_blink.L and CTR_blink.R control the winkle.
CTR_blink.L.001 and CTR_blink.R.001 are controllers of the eyebrows.
CTR_NoseBridge controls the wrinkle of the nose.
CTR_blink.L.002 and CTR_blink.R.002 control the lips.
CTR_foot_f.L and CTR_foot_f.R are IK controllers of the forelegs, and its customized attribute Ankle_CTR controls whether the ankle bones move following the IK controller; IK-FK control the non-seamless switch of IK/FK of the legs; Pole_angle switches between the two display modes of the IK pole vector controller; STRETCH_CTR controls whether the legs can be stretched in IK mode.
CTR_foot_b.L and CTR_foot_b.R are IK controllers of the hind legs, and its customized attribute IK-FK control the non-seamless switch of IK/FK of the legs; Pole_angle switches between the different display modes of IK pole vertor; STRETCH_CTR controls whether the legs can be stretched in IK mode.
ROLL_foot_f.L, ROLL_foot_f.R, ROLL_foot_b.L and ROLL_foot_b.R are foot controllers of the limbs, its Rotation controls the rotation of the foot, the Location controls the squeeze of the foot pads.
The body comes with finer controllers which help control the deformation of animations.
There are fine facial controllers which support detailed expression creation.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-300
Loopable running animation at 30 fps, frame range 0-10
Loopable trotting animation at 30 fps, frame range 0-210
Unlooped yelping animation at 30 fps, frame range 0-390
Features
The model is in meter units at a real-world scale.
The Display button of the fur is disabled.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
The model can be rendered in the current project, without any other adjustment.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D software such as Maya, 3DsMax, C4D, and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those software. You can contact the website to consult the result of format conversion before deciding whether to purchase.
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