Manta ray 3D model

Manta ray 3D model

cgtrader

This is a high-quality manta ray model, including multiple 4K maps in the UDIM format, rigging, and animation. This model is made with Blender in the real-world scale and rendered by Cycles renderer. Introduction: The manta ray consists of 4 objects: Body, eyes, gill01, and gill02. Polygon Count: Body: vertices 50,050 polygons 50,064 Eyes: vertices 6,826 polygons 6,794 Gill01: vertices 13,684 polygons 13,684 Gill02: vertices 14,500 polygons 14,480 Total: Vertices 85,060 Polygons 85,022 Project Format: There is a Blender file and an OBJ file. The size of maps: 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, and controllers are equipped with features are as follows: CTR_root.M controls the whole 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 with UI control. Note: To meet the different requirements of the different animations, the two animations in the project are rigged separately. 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 the real-world scale. Its scale is 1 and the unit is 1 meter. Put the model in the scene to render without the need of cleaning. No lights and cameras. The Multiresolution modifiers are kept on the body and Gill01. To save hardware resources, the Display and Render are toggled off by default. The texture maps are baked based on the meshes with Multiresolution modifiers. Please turn on the Multiresolution modifiers when high subdivisions are needed.

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