Impala 3D model

Impala 3D model

cgtrader

This is a top-notch impala model created using Blender and Cycles renderer in real-world scale, boasting rigging, animation, hair, and multiple 4K texture maps. Description: This detailed model consists of seven distinct objects: Body, two horns, lacrimal glands, eyes, tongue, and teeth. The precision and intricacy are evident in the numerous features. Polygon Count: The body has an impressive count of vertices at 37,157 and polygons at 37,116. Each horn boasts 7,500 vertices and 7,468 polygons. Lacrimal glands have a vertex count of 152 and polygon count of 152. Eyes display 1,736 vertices and 1,728 polygons. The tongue has 170 vertices and 168 polygons. Teeth showcase 4,608 vertices and 4,224 polygons. Total: Vertices: 51,323 Polygons: 50,856 Project Format: A comprehensive Blender file and an OBJ file are provided for your convenience. The size of maps: Impala_Body_BaseColor.png (4096x4096) Impala_Body_Curve.png (1024x1024) Impala_Body_Normal.png (4096x4096) Impala_Body_Roughness.png (4096x4096) Impala_Eye_BaseColor.png (2048x2048) Impala_ToothTongue_BaseColor.png (2048x2048) Impala_ToothTongue_Normal.png (2048x2048) Rigging Introductions: With the armature system in Blender, postures and animations are now more manageable thanks to fully created controllers. Key features include: - Root controls the entire model with all customized attributes such as IK/FK switch of legs and neck (Non-seamless), limited stretch switch on the legs, limited rotation of head, neck, and tail, etc. - CTR_gravity controls the center of the body's gravity. - CTR_IK_head controls the movement of the head and the stretching of the neck. - CTR_IK_chin_a/b control mouth opening. - CTR_eyelib_U.L/R control eyes opening and closing. - CTR_eye_L/R control eyes rotation. - FK_Breathing controls breath animation on the belly. - Each toe has a separate controller. Some expressions, such as wink and smile, can be created with face rigging. More features are available. Features: The model is made in real-world scale, with its scale set at 1 meter. To run efficiently, the fur is toggled to Render but not Display. You can hit the Display if needed. Multiresolution modifiers are kept on the body and horns to save hardware resources. By default, Display and Render are toggled off. The texture maps are baked based on the meshes with Multiresolution modifiers and they are applied currently. Please turn on the Multiresolution modifiers when high subdivisions are needed.

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