Introduction
This is a high-quality white cock model with textures, fur, rigging and animations. The textures apply PBR, and the body feathers are made as facets to speed up the rendering and make operations smooth. The rigging follows real bones. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, nails, lacrimal caruncles, pupils, corneas, feathers.
WhiteCock_OtherObjects_grp contains empty objects without textures or maps, which are neither rendered nor included in the FBX file.
Polygons
Body: vertices 18,056; polygons 18,026
Nails: vertices 1,064; polygons 992
Lacrimal caruncles: vertices 2,634; polygons 2,528
Pupils: vertices 1,220; polygons 1,280
Corneas: vertices 964; polygons 1,024
Feathers: vertices 228,987; polygons 120,901
Total: vertices 252,925; polygons 144,751
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
Size of maps
JF0L629A1_WhiteCock_BackFeather01_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather01_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather02_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather02_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather03_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather03_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BackFeather_Normal.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather01_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather01_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather02_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather02_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather03_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather03_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather04_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_BellyFeather04_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Foot_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Foot_Normal.png, 2048*2048
JF0L629A1_WhiteCock_Foot_Roughness.png, 2048*2048
JF0L629A1_WhiteCock_Foot_Specular.png, 2048*2048
JF0L629A1_WhiteCock_Head_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Head_Mask.png, 2048*2048
JF0L629A1_WhiteCock_Head_Normal.png, 2048*2048
JF0L629A1_WhiteCock_Head_Roughness.png, 2048*2048
JF0L629A1_WhiteCock_Head_Specular.png, 2048*2048
JF0L629A1_WhiteCock_HipFeather_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_HipFeather_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_NeckFeather_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_NeckFeather_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_NeckFeather_Normal.png, 2048*2048
JF0L629A1_WhiteCock_NeckFeather_Specular.png, 2048*2048
JF0L629A1_WhiteCock_Pupil_BaseColor.png, 1024*1024
JF0L629A1_WhiteCock_ShoulderFeather01_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_ShoulderFeather02_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_ShoulderFeather03_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_ShoulderFeather_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_ShoulderFeather_Normal.png, 2048*2048
JF0L629A1_WhiteCock_TailFeather01_Alpha.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather01_BaseColor.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather01_Metallic.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather01_Normal.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather01_Roughness.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather02_Alpha.png, 4096*4096
JF0L629A1_WhiteCock_TailFeather02_BaseColor.png, 4096*4096
JF0L629A1_WhiteCock_Wing01_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_Wing01_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Wing01_Normal.png, 2048*2048
JF0L629A1_WhiteCock_Wing02_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_Wing02_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Wing02_Normal.png, 2048*2048
JF0L629A1_WhiteCock_Wing03_Alpha.png, 2048*2048
JF0L629A1_WhiteCock_Wing03_BaseColor.png, 2048*2048
JF0L629A1_WhiteCock_Wing03_Normal.png, 2048*2048
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_ROOT controls the entire model, and its customized attributes IKFK_Leg_L and IKFK_Leg_R control the non-seamless switch of IK/FK of the legs.
ctr_spine._f comes with a customized attribute wing_Pin which controls whether the wing roots rotate following ctr_spine._f.
ctr_spine._f_ro comes with a customized attribute Wing_Follow which controls whether the wings rotate following it when Shoulder_Follow_L under ctr_shoulder.L and Shoulder_Follow_R under ctr_shoulder.R are both set to 0.
ctr_shoulder.L comes with a customized attribute Shoulder_Follow_L which controls whether the left wing follows the parent controller and its different rotation action.
ctr_shoulder.R comes with a customized attribute Shoulder_Follow_R which controls whether the right wing follows the parent controller and its different rotation action.
CTR_Neck_Spline_Curvature switches between different shapes of the neck by the Location.
CTR_Head is the IK controller of the head, and its customized attribute Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_blink.L and CTR_blink.R control the winkle.
CTR_Toe_bent.L and CTR_Toe_bent.R are detailed controllers of the toes, the Location controls the flexion and extension of the toes.
ctr_fold_tail controls the rotation, folding and unfolding of the tail feathers by the Location.
ctr_fold_wing.L and ctr_fold_wing.R control the folding of the wings by their Location.
The wings come with FK controllers, and each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers or each feather separately.
The body and the neck come with detailed controllers which fix the deformation of the animations.
And more...
Animations
Unlooped eating animation at 30 fps, frame range 0-450
Unlooped watching animation at 30 fps, frame range 0-450
Unlooped walking animation at 30 fps, frame range 0-500
Features
To get a nice effect, the settings below are required for such thick feathers:
1. Set Total under Light Paths to 12;
2. Set Transparency under Light Paths to 40;
3. Set Transmission under Light Paths to 12;
A part of the tail feathers are applied with Cloth modifier which is cached and is ready for use.
The model is in meter units at 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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