Manta ray 3D model
cgtrader
This is a high-quality manta ray model that includes multiple 4K maps in UDIM format, rigging, and animation. This model was created using Blender at real-world scale and rendered with Cycles renderer. Introduction: The manta ray consists of four objects: Body, eyes, gill01, and gill02. Polygon Count: Body has 50,050 vertices and 50,064 polygons. Eyes have 6,826 vertices and 6,794 polygons. Gill01 has 13,684 vertices and 13,684 polygons. Gill02 has 14,500 vertices and 14,480 polygons. Total: 85,060 vertices and 85,022 polygons. Project Format: There is a Blender file and an OBJ file available. Map Sizes: MantaRay_BaseColor.1001.png (4096x4096) MantaRay_BaseColor.1002.png (4096x4096) MantaRay_BaseColor.1003.png (4096x4096) MantaRay_BaseColor.1004.png (4096x4096) MantaRay_BaseColor.1005.png (4096x4096) MantaRay_Normal.1001.png (4096x4096) MantaRay_Normal.1002.png (4096x4096) MantaRay_Normal.1003.png (8192x8192) MantaRay_Normal.1004.png (4096x4096) MantaRay_Normal.1005.png (4096x4096) Rigging: Created with the Blender armature system, controllers are equipped with features such as: CTR_root.M controls the entire model. CTR_gravity.M controls the animation of the body. CTR_spine_a-e.M control the rotation of the spine. CTR_mouth.M controls the opening and closing of the mouth. CTR_chest_a-c.M controls the breath movement. CTR_IK_tail_a-d.M control the rotation of the tail. ROOT_pectoral fin_a.L/R and ROOT_pectoral fin_b.L/R control the rotation of pectoral fins. The character is controlled by UI. Note: Two animations in the project are rigged separately to meet different requirements. Animation: 60 frames of loopable swimming animation at 30FPS; 370 frames of non-loopable swimming animation at 30 FPS. Features: The model is made in real-world scale, with a scale of 1 and unit of 1 meter. Place the model in the scene to render without cleaning up. No lights or cameras are required. Multiresolution modifiers are kept on the body and Gill01. To save hardware resources, Display and Render are toggled off by default. Texture maps are baked based on meshes with Multiresolution modifiers. Turn on Multiresolution modifiers when high subdivisions are needed.
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