Impala 3D model

Impala 3D model

cgtrader

This is a high-quality impala model, made with Blender and Cycles renderer in real-world scale, with rigging, animation, hair and multiple 4K texture maps. Description: This model consists of 7 objects: Body, 2*horns, lacrimal glands, eyes, tongue, and teeth. Polygon Count: Body: vertices: 37,157, polygons: 37,116 2 horns: vertices: 7,500, polygons: 7,468 Lacrimal glands: vertices: 152, polygons: 152 Eyes: vertices: 1,736, polygons:1,728 Tongue: vertices: 170, polygons: 168 Teeth: vertices: 4,608, polygons: 4,224 Total: Vertices: 51,323 Polygons: 50,856 Project Format: There is a Blender file and an OBJ file. The size of maps: Impala_Body_BaseColor.png(4096x4096) Impala_Body_Curve.png(1024x1024) Impala_Body_Normal.png(4096x4096) Impala_Body_Roughness.png(4096x4096) Impala_Eye_BaseColor.png(2048x2048) Impala_ToothTongue_BaseColor.png(2048x2048) Impala_ToothTongue_Normal.png(2048x2048) Rigging Introductions: With full controllers created manually with Blender armature system, postures and animations are easier to create. Features are as follows: Root controls the whole model with all the customized attributes, such as IK/FK switch of legs and neck (Non-seamless), limited stretch switch on the legs, limited rotation of head, neck, and tail, etc. CTR_gravity controls the center of the body's gravity. CTR_IK_head controls the move of the head and the stretch of the neck. CTR_IK_chin_a/b control mouth opening. CTR_eyelib_U.L/R control eyes opening and closing. CTR_eye_L/R control eyes’ rotation. FK_Breathing controls breath animation on the belly. Each toe has a separate controller. Some expressions, such as wink and smile, can be created with face rigging. More…… Features: The model is made in real-world scale. Its scale is 1 and the unit is 1 meter. To run quickly, the fur is toggled to Render, but not Display. You can hit the Display if needed. The Multiresolution modifiers are kept on the body and horns. 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 and they are applied currently. Please turn on the Multiresolution modifiers when high subdivisions are needed.

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