Akita Dog Animated | Vfx Grace
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Introduction
This Akita dog model has multiple 4K UDIM maps, fur, rigging and 6 animations, as well as a real oral cavity model. The fur maps and skin maps are made separately to get a more realistic effect. The rigging comes with common expressions presets, including opening mouth, winkle, etc. The model is made with Blender and Cycles at real-world scale. It consists of 5 objects: Body, eyes, upper teeth, lower teeth, toes.
Polygons
Body: vertices 88,930; polygons 88,922
Eyes: vertices 3,068; polygons 3,124
Upper teeth: vertices 21,788; polygons 21,752
Lower teeth: vertices 22,840; polygons 22,800
Toes: vertices 3,076; polygons 3,072
Total: vertices 139,702; polygons 139,670
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0LA25A1_AkitaDog_BodyParts_BaseColor.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Hair_BaseColor.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_BaseColor.1004.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Normal.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Roughness.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_Specular.1003.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1001.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1002.png, 4096*4096
JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1003.png, 4096*4096
Rigging
With full controllers, the postures and animations are easier to create. The features are as follows:
CTR_Root controls the entire model.
CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail.
CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L.
CTR_neck comes with the customized attributes Head_Follow that controls whether the head rotates following the parent controller; Neck_Follow controls whether the neck rotates following the parent controller; when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1, Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_Foot_F.L/R is the IK controller of the forepaw, and the customized attribute L/R_F_IK_FK controls the non-seamless switch of leg IK/FK, and Leg_stretch controls whether the leg can be stretched in IK mode; Wrist_IK: when set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when set to 3, there are three pieces of bones, and the wrist rotates following the IK controller.
CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes:
L/R_B_IK_FK control the non-seamless switch of leg IK/FK;
Leg_stretch controls whether the leg can be stretched in IK mode.
CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes.
Y Location controls the force and relaxation of the toes,
Z Location controls the squeeze of the foot pad.
X Rotate controls the bending of the toes,
Z Rotate controls the opening and closing of the toes.
CTR_eye.L/R.002 controls the blink.
CTR_NoseWrinkle controls the wrinkle of the nose.
CTR_Gape controls the animation mouth opening.
There are fine facial and tongue controllers for detailed facial expressions creation.
And more.
Animations
Loopable walking animation at 30 fps, Frame range 0-240
Loopable trotting animation at 30 fps, Frame range 0-160
Loopable running animation at 30 fps, Frame range 0-30
Unlooped lying animation at 30 fps, Frame range 0-300
Unlooped sitting animation at 30 fps, Frame range 0-330
Unlooped smelling animation at 30 fps, Frame range 0-295
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, and with Render enabled.
If this high resolution is not necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair.
Decrease the steps of the Interpolated spine.
Notes after purchase
If you have problems using your character after purchasing it, please check our Support page.
If you have any other questions, please feel free to contact us.