Introduction
This Japanese hare has multiple 4K UDIM textures, fur, rigging, and 2 animations. The rigging comes with a winkle preset, and a fine facial control system. This model is made with Blender and Cycles rendered at a real-world scale.
It consists of body, paws * 2, aqueous humor, lacrimal caruncles * 2, lacrimal glands * 2, mouth, pupils, corneas, tongue, teeth * 2.
Polygons
Body: vertices 30,882; polygons 30,880
Paws: vertices 1,332, polygons 1,296
Aqueous humor: Vertices 514; polygons 512
Lacrimal glands * 2: Vertices 1,052; polygons 1,048
Limbus: vertices 2,560, polygons 2,532
Oral cavity: vertices 2,748; polygons 2,746
Pupils: vertices 1,988, polygons 2,048
Sclerae: vertices 1,476; polygons 1,504
Tongue: vertices 1,098 polygons; 1,096
Teeth: vertices 1,308 polygons 1,260
Total: vertices 44,958 polygons; 44,922
Formats
There is a Blender project and an OBJ file without animation.
Textures
JC0L219A0_Hare_BodyHair_BaseColor.1001.png, 4096*4096
JC0L219A0_Hare_BodyHair_BaseColor.1002.png, 4096*4096
JC0L219A0_Hare_BodyHair_Mask.1001.png, 4096*4096
JC0L219A0_Hare_BodyHair_Mask.1002.png, 4096*4096
JC0L219A0_Hare_BodySkin_BaseColor.1001.png, 4096*4096
JC0L219A0_Hare_BodySkin_BaseColor.1002.png, 4096*4096
JC0L219A0_Hare_BodySkin_Normal.1001.png, 4096*4096
JC0L219A0_Hare_BodySkin_Normal.1002.png, 4096*4096
JC0L219A0_Hare_BodySkin_Specular.1001.png, 4096*4096
JC0L219A0_Hare_BodySkin_Specular.1002.png, 4096*4096
JC0L219A0_Hare_BodySkin_SubsurfaceAmount.1001.png, 4096*4096
JC0L219A0_Hare_BodySkin_SubsurfaceAmount.1002.png, 4096*4096
JC0L219A0_Hare_Eye_BaseColor.png, 4096*4096
JC0L219A0_Hare_Eye_Normal.png, 4096*4096
JC0L219A0_Hare_Eye_Specular.png, 4096*4096
JC0L219A0_Hare_OralCavity_BaseColor.png, 4096*4096
JC0L219A0_Hare_OralCavity_Normal.png, 4096*4096
JC0L219A0_Hare_OralCavity_Specular.png, 4096*4096
JC0L219A0_Hare_Tooth_BaseColor.png, 2048*2048
JC0L219A0_Hare_Tooth_Normal.png, 2048*2048
JC0L219A0_Hare_Tooth_Specular.png, 2048*2048
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
Root controls the entire model.
CTR_Gravity_F, CTR_Gravity_M and CTR_Gravity_B control the former, middle and latter center of gravity of the body.
CTR_Gravity_B has three customized attributes:
HeadFollow controls whether the head moves following the body;
NeckFollow controls whether the neck moves following the body;
TailFollow controls whether the tail moves following the body.
CTR_Spine_F, CTR_Spine_M and CTR_Spine_B control the former, middle and latter spine.
CTR_Hip_Roll controls the latter part of the body, and its pivot point is located in the center.
CTR_Chest_Roll controls the former part of the body, and its pivot point is located in the center.
CTR_Neck_Roll controls the root of the neck.
CTR_Neck_FK_a and CTR_Neck_FK_b are the FK controllers of the neck.
CTR_Head is the controller of the head.
CTR_Tail_Roll is the controller of the tail.
CTR_Jaw controls the jaw.
CTR_blink.L and TR_blink.R control the winkle.
CTR_Eye.L, CTR_Eye.R and CTR_Eye_Linkage control the movement of the eyes.
CTR_Nose_Linkage is the controller of the nose.
CTR_lour controls the mastication.
CTR_Leg_F.L, CTR_Leg_F.R, CTR_Leg_B.L and CTR_Leg_B.R are the IK controllers of the limbs.
CTR_Hand_Switch_F.L is the controller of the left forefoot, and its customized attribute IKFK_LF controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_LF controls whether the ankle moves following the IK controller.
CTR_Hand_Switch_F.R is the controller of the right forefoot, and its customized attribute IKFK_RF controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_RF controls whether the ankle moves following the IK controller.
CTR_Leg_Switch_B.L is the controller of the left hind foot, and its customized attribute IKFK_LB controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_LB controls whether the ankle moves following the IK controller.
CTR_Leg_Switch_B.R is the controller of the left hind foot, and its customized attribute IKFK_RB controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_RB controls whether the ankle moves following the IK controller.
CTR_Roll_Linkage_Finger_b.L, CTR_Roll_Linkage_Finger_b.R, CTR_Roll_Linkage_Toe_b.L and CTR_Roll_Linkage_Toe_b.R control the extension of the toes.
CTR_Roll_Linkage_Finger_a.L, CTR_Roll_Linkage_Finger_a.R, CTR_Roll_Linkage_Toe_a.L and CTR_Roll_Linkage_Toe_a.R control the flexion of the toes.
CTR_Squeeze_Finger.L, CTR_Squeeze_Finger.R, CTR_Squeeze_Toe.L and CTR_Squeeze_Toe.R control the squeeze effect of the footpads.
Each toe comes with a separate controller, and the neck and belly come with detailed controllers.
A detailed facial rigging is available which supports facial expression creation.
And more...
Animations
Loopable running animation at 30 fps, frame range 0-12
Unlooped eating animation at 30 fps, frame range 0-300
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.
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