Puma- Rigging and Animation 3D model

Puma- Rigging and Animation 3D model

cgtrader

This is a high-quality puma model with multiple 4K maps in the UDIM format, rigging, animation, and fur. All made with Blender and Cycles renderer on a real-world scale. The body maps and fur maps are created separately to produce a more realistic effect. This model contains seven objects - body, pupils, scleras, lacrimal glands, oral cavity, upper teeth, and lower teeth. Puma Meshes Body: 24,034 vertices; 23,980 polygons Pupils: 1,124 vertices; 1,152 polygons Scleras: 964 vertices; 1,024 polygons Lacrimal glands: 1,184 vertices; 1,184 polygons Oral cavity: 9,420 vertices; 9,044 polygons Upper teeth: 1,824 vertices; 1,680 polygons Lower teeth: 1,582 vertices; 1,444 polygons Total: 40,132 vertices; 39,508 polygons Project Format There is a Blender project and an obj file without animation. P.S. When exporting the obj file, remove the body material first to avoid error reports. Size of maps Puma_Body_BaseColor.1001.png (4096x4096) Puma_Body_BaseColor.1002.png (4096x4096) Puma_Body_ID.png (4096x4096) Puma_Body_Mask.1001.png (4096x4096) Puma_Body_Normal.1001.png (4096x4096) Puma_Body_Normal.1002.png (4096x4096) Puma_Body_Specular.1001.png (4096x4096) Puma_Body_Specular.1002.png (4096x4096) Puma_Body_SSS.1001.png (4096x4096) Puma_Body_SSS.1002.png (4096x4096) Puma_Eye_BaseColor.png (2048x2048) Puma_Hair_BaseColor.1001.png (4096x4096) Puma_Hair_Head_Mask.jpg (2048x2048) Puma_OralCavity_BaseColor.png (2048x2048) Puma_OralCavity_Normal.png (2048x2048) Rigging Complete controllers are used to create postures and animations. Features include facial rigging, neck rotation limitation, body rotation limitation, seamless torso controller switching, spine IK/FK non-seamless switching, leg IK/FK non-seamless switching, leg stretch limitation, and multiple shape keys controlled by drivers. Animation Description 13 frames of loopable animation at 30 FPS; 280 frames of unloopable walking animation at 30FPS. Features The model is made in real-world scale with a scale of 1 meter per unit. To render quickly, fur is toggled to Render but not Display. The hair dynamics has been baked, and models can be moved by toggling off Hair Dynamics to avoid abnormal hair behavior. No light or camera is included. Hair Introduction To create a more realistic effect, the rendering time increases due to the large amount of hair. To optimize fur for distant views, decrease the number of hair children and increase thickness, or decrease the steps of interpolated spine.

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