Emperor Penguin Rigged  VFX Grace 3D model

Emperor Penguin Rigged VFX Grace 3D model

cgtrader

Introduction This is an Emperor Penguin model with multiple 4K UDIM PBR maps, fur, and rigging. It's made with Blender and Cycles renderer at real-world scale. The model consists of the Body, pupils, corneas, dark corneas, teeth, tongue, multiple feathers.Polygons Body: vertices 11,845; polygons 11,818 Pupils: vertices 1,284; polygons 1,344 Corneas: vertices 1,156; polygons 1,216 Dark corneas: vertices 898; polygons 896 Teeth: vertices 4,992; polygons 4,368 Tongue: vertices 3,760; polygons 3,748 Feathers: vertices 920; polygons 644 Total: vertices 24,855; polygons 24,034Formats There is a Blender project and an OBJ file without rigging or animation.Textures JF0LA12A7_EmperorPenguin_Body_BaseColor.1001.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_BaseColor.1002.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Normal.1001.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Normal.1002.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Roughness.1001.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Roughness.1002.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Specular.1001.png, 4096*4096 JF0LA12A7_EmperorPenguin_Body_Specular.1002.png, 4096*4096 JF0LA12A7_EmperorPenguin_Hair_Mask.png, 2048*2048 JF0LA12A7_EmperorPenguin_Pupil_BaseColor.png, 1024*1024 JF0LA12A7_EmperorPenguin_WhiteTailFeather_Alpha.png, 4096*4096 JF0LA12A7_EmperorPenguin_WhiteTailFeather_BaseColor.png, 4096*4096 JF0LA12A7_EmperorPenguin_WhiteTailFeather_Normal.png, 4096*4096 JF0LA12A7_EmperorPenguin_WhiteTailFeather_Roughness.png, 4096*4096 JF0LA12A7_EmperorPenguin_WhiteTailFeather_Specular.png, 4096*4096Rigging With full controllers, the postures and animations are easier to create. The features are as follows: CTR_Root controls the body, and its customized attribute Belly_FollowMulti controls whether the whole spine moves together; Foot_IK_FK_L and Foot_IK_FK_R control the non-seamless switch of IK/FK of legs; Wing_IK_FK_L and Wing_IK_FK_R control the non-seamless switch of IK/FK of wings. The Location of CTR_Foot_Fold_Stretch.L and CTR_Foot_Fold_Stretch.R control the extension and flexion of the toes. CTR_Body_U controls the upper body, and its customized attribute Neck_Follow/NoFollow controls whether the neck moves following the parent controller. CTR_Head and CTR_Root_Head control the head; CTR_Root_Head controls whether the head rotates following the parent controller by customized attribute Head_Follow/NoFollow. CTR_EyeBall.L/R control the movement of the eyes, and the Scale controls winkle. There are fine controllers of the toes and the tail feathers. And more...

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