Chinese Rural Dog Animated VFX Grace 3D model

Chinese Rural Dog Animated VFX Grace 3D model

cgtrader

Introduction This dog model has multiple 4K maps, fur, rigging and 6 animations. There is a fine facial controller and a realistic oral cavity, too. The body applies UDIM UV. This model is made with Blender and Cycles renderer at real-world scale. The model consists of 6 objects: Body, eyes, eyelids, toes, lower teeth, upper teeth.Polygons Body: vertices 88,924; polygons 88,922 Eyelids: vertices 564; polygons 564 Eyes: vertices 3,048; polygons 2,980 Toes: vertices 3,204; polygons 3,168 Lower teeth: vertices 20,504; polygons 20,464 Upper teeth: vertices 5,474; polygons 5,438 Total: vertices: 121,718; polygons: 121,536Formats There is a Blender project and an OBJ file without rigging or animation.Textures JU0L219A0_Dog_Body_BaseColor.1001.png, 4096*4096 JU0L219A0_Dog_Body_BaseColor.1002.png, 4096*4096 JU0L219A0_Dog_Body_BaseColor.1003.png, 4096*4096 JU0L219A0_Dog_Eye_BaseColor.png, 4096*4096 JU0L219A0_Dog_Eye_Mask.png, 4096*4096 JU0L219A0_Dog_Hair_BaseColor.1001.png, 4096*4096 JU0L219A0_Dog_Hair_BaseColor.1002.png, 4096*4096 JU0L219A0_Dog_Hair_BaseColor.1003.png, 4096*4096 JU0L219A0_Dog_Normal.1001.png, 4096*4096 JU0L219A0_Dog_Normal.1002.png, 4096*4096 JU0L219A0_Dog_Normal.1003.png, 4096*4096 JU0L219A0_Dog_Specular.1001.png, 4096*4096 JU0L219A0_Dog_Specular.1002.png, 4096*4096 JU0L219A0_Dog_Specular.1003.png, 4096*4096Rigging With full controllers, the postures and animations are easier to create. The features are as follows: CTR_Root controls the entire model. CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail. CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L. CTR_neck comes with the customized attributes: Head_Follow that controls whether the head rotates following the parent controller; Neck_Follow controls whether the neck rotates following the parent controller; when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1, Neck_IKFK controls the non-seamless switch of IK/FK of the neck. CTR_Foot_F.L/R is the IK controller of the forepaw, and with customized attribute: L/R_F_IK_FK controls the non-seamless switch of leg IK/FK; Leg_stretch controls whether the leg can be stretched in IK mode; Wrist_IK: when set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when set to 3, there are three pieces of bones, and the wrist rotates following the IK controller. CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes: L/R_B_IK_FK control the non-seamless switch of leg IK/FK; Leg_stretch controls whether the leg can be stretched in IK mode. CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes. Y Location controls the force and relaxation of the toes, Z Location controls the squeeze of the footpad. X Rotate controls the bending of the toes, Z Rotate controls the opening and closing of the toes. CTR_eye.L/R.002 controls the blink. CTR_NoseWrinkle controls the wrinkle of the nose. CTR_Gape controls the mouth opening. There are fine facial and tongue controllers for detailed facial expressions creation. And more.

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