This is a realistic springbok 3D model with multiple texture maps, rigging, animation, and fur. It is made with Blender and Cycles renderer at real-world scale.
This is a high-quality springbok model with multiple texture maps, rigging, animation, and fur. It is made with Blender and Cycles renderer at real-world scale.
It consists of 6 objects: Body, eyes, horns, lacrimal glands, teeth, and tongue.
Polygons
Body: vertices 49,602 polygons 49,542
Eyes: vertices 3,048 polygons 2,976
Horns: vertices 534 polygons 3,520
Lacrimal glands: vertices 854 polygons 850
Teeth: vertices 7,392 polygons 7,040
Tongue: vertices 586 polygons 584
Total: vertices 61,540 polygons 60,992
Formats
There is a Blender project and an OBJ file.
Textures
Springbok_Body_Normal.jpg, 6000x6000
Springbok_Horn_Normal.jpg, 4096*4096
Springbok_TongueTeeth_Normal.jpg, 4096*4096
Springbok_Body_BaseColor.png, 4096*4096
Springbok_Body_Roughness.png, 4096*4096
Springbok_Body_Specular.png, 4096*4096
Springbok_Body_SSS.png, 4096*4096
Springbok_Eye_BaseColor.png, 2048*2048
Springbok_Eye_Mask.png, 2048*2048
Springbok_Horn_BaseColor.png, 4096*4096
Springbok_Horn_Height.png, 4096*4096
Springbok_Horn_Roughness.png, 4096*4096
Springbok_TongueTeeth_BaseColor.png, 4096*4096
Rigging
Created with the Blender armature system, and full controllers are equipped with features as follows:
Facial rigging supports some detailed animation, such as blinking/closing eyes and lips stretching, etc.
CTR_ROOT controls the whole model.
ROOT_gravity controls the center of gravity of the body with the customized attributes that switch whether the head, neck, and tail rotate following the body.
CTR_tail_a-f controls the rotation of the tail.
CTR_neck_a-f controls the rotation of the neck.
CTR_head controls the movements of the head.
CTR_ear_a-g.L/R controls the rotation of the ears.
CTR_chin_a/b controls the opening and closing of the mouth.
Eye_ROOT controls the rotation of eyes.
CTR_eyelid_D.L/R controls the movements of upper eyelids.
CTR_eyelid_U.L/R controls the movements of lower eyelids.
CTR_breath controls the breath on the belly.
The controllers of the four paws are all with the attributes of the IK/FK switch and IK stretch.
And more…
Animations
Loopable walking animation at 30 FPS, frame range 0-163;
Loopable running animation at 30 FPS, frame range 0-12;
Unlooped eating animation at 30 FPS, frame range 1-163;
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 Display buttons of the fur are disabled. You can enable them if needed.
Put the model in the scene to render without any cleaning.
The hair dynamics have been baked. If models need to be moved, please turn off Hair Dynamics, or else some errors of hair style will appear.
No lights and cameras.
To make the effect more realistic, the rendering time is pretty long because of the large amount of hair. If you want to make the close-up effect more real and beautiful, it’s necessary to pay the price. If used in a distant view, the fur can be optimized. Optimization methods:
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