Young Assaf Sheep With 1 Animation VFX Grace 3D model
cgtrader
Introduction This is a young Assaf sheep model with 4K maps, fur, rigging, and 1 animation, as well as a real oral cavity model. For a better result, the skin maps and hair maps are made separately, and HairClump addon is applied to hair creation. The model is made with Blender and Cycles renderer. This model consists of body, lacrimal glands, lower oral cavity, upper oral cavity, irises, sclerae, lacrimal caruncles, tongue, lower teeth, upper teeth.Polygons Body: vertices 36,868; polygons 36,866 Lacrimal glands: vertices 780; polygons 776 Lower oral cavity: vertices 6,485; polygons 6,372 Upper oral cavity: vertices 12,113; polygons 12,006 Irises: vertices 2,404; polygons 2,432 Sclerae: vertices 1,572; polygons 1,600 Lacrimal caruncles: vertices 1,316; polygons 1,312 Tongue: vertices 6,058; polygons 6,056 Lower teeth: vertices 22,430; polygons 22,032 Upper teeth: vertices 34,424; polygons 33,928 Total: vertices 124,450; polygons 123,380Formats There is a Blender project and an OBJ file.Textures JC0L219A8_YouthAssafSheep_Body_Hair_BaseColor.png, 4096*4096 JC0L219A8_YouthAssafSheep_Body_Mask.png, 4096*4096 JC0L219A8_YouthAssafSheep_Body_Normal.png, 4096*4096 JC0L219A8_YouthAssafSheep_Body_Skin_BaseColor.png, 4096*4096 JC0L219A8_YouthAssafSheep_Eye_BaseColor.png, 2048*2048 JC0L219A8_YouthAssafSheep_Hair_Mask01.png, 4096*4096 JC0L219A8_YouthAssafSheep_Hair_Mask02.png, 4096*4096 JC0L219A8_YouthAssafSheep_OralCavity_BaseColor.png, 2048*2048 JC0L219A8_YouthAssafSheep_OralCavity_Normal.png, 2048*2048 JC0L219A8_YouthAssafSheep_Tongue_BaseColor.png, 4096*4096 JC0L219A8_YouthAssafSheep_Tongue_Normal.png, 4096*4096 JC0L219A8_YouthAssafSheep_Tongue_Roughness.png, 4096*4096 JC0L219A8_YouthAssafSheep_Tongue_Specular.png, 4096*4096 JC0L219A8_YouthAssafSheep_Tongue_SubsurfaceAmount.png, 4096*4096Rigging With full controllers, postures and animations are easier to create, the features are as follows: CTR_Tail controls whether the tail moves following the buttock by the customized attribute Tail_Follow. CTR_Neck controls whether the head moves following the neck by the customized attribute Head_Follow, and controls whether the neck moves following the spine by Neck_Follow; Head_Follow only works when Neck_Follow is set to 1; Neck_IKFK is used to switch IK/FK control of the neck. CTR_Leg_B_Other.L and CTR_Leg_B_Other.R control the switch of IK/FK of the hind legs by the customized attribute IK-FK, which is non-seamless, and Leg-Stretch controls the stretch limit of the legs. CTR_Leg_F_Other.L and CTR_Leg_F_Other.R control the switch of IK/FK of the forelegs by the customized attribute IK-FK, which is non-seamless; Leg-stretch controls the stretch limit of the legs; Knee_shake is to solve the knees jitter during animation. CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the extension and flexion of the toes. CTR_masticate controls the mastication by Location on the X axis. Fine facial controllers support detailed expressions creation. And more...Animations Loopable walking animation at 30 fps, frame range 0-22;
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