Alpaca Animated | Vfx Grace
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Introduction
This is a realistic alpaca model with multiple 4K UDIM maps, fur, rigging and three animations. It's made with Blender and Cycles renderer at real-world scale.
It consists of body, pupils*2, irises*2, lacrimal glands*2, tongue, teeth.
Polygons
Body: vertices 41,040; polygons ; 40,986
Pupils*2: vertices 740; polygons ; 752
Irises*2: vertices 274; polygons ; 272
Lacrimal glands*2: vertices 132; polygons ; 130
Tongue: vertices 1,578; polygons ; 1,576
Teeth: vertices 18,328; polygons ; 17,632
Total: vertices 62,498; polygons ; 61,750
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
JF0L811A2_Alpaca_Body_BaseColor.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_BaseColor.1002.png, 4096*4096
JF0L811A2_Alpaca_Body_Normal.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_Normal.1002.png, 4096*4096
JF0L811A2_Alpaca_Body_Specular.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_Specular.1002.png, 4096*4096
JF0L811A2_Alpaca_Hair_BaseColor.1001.png, 4096*4096
JF0L811A2_Alpaca_Hair_BaseColor.1002.png, 4096*4096
JF0L811A2_Alpaca_Pupil_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tongue_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tongue_Normal.png, 4096*4096
JF0L811A2_Alpaca_Tongue_SubsurfaceColor.png, 4096*4096
JF0L811A2_Alpaca_Tooth_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tooth_Normal.png, 4096*4096
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_Root controls the entire model.
CTR_Gravity controls the center of gravity of the body, and its customized attribute Tail_Follow controls whether the tail moves following the body.
CTR_Spine_F has three customized attributes:
Head_Follow controls whether the head moves following the parent controller;
Neck_Follow controls whether the neck moves following the parent controller;
Neck_IKFK switches between the IK/FK of the neck.
CTR_Leg_B.L and CTR_Leg_B.R are IK controllers of the hind feet, and their customized attributes IKFK_Switch_LB and IKFK_Switch_RB switch between IK/FK of the legs which is non-seamless; IK_Stretch_LB and IK_Stretch_RB limit the IK stretch of the legs; IK_Stretch_Roll_LB and IK_Stretch_Roll_RB switch between different IK effects.
CTR_Leg_F.L and CTR_Leg_F.R are IK controllers of the forefeet, and their customized attributes IKFK_Switch_LF and IKFK_Switch_RF switch between IK/FK of the legs which is non-seamless; IK_Stretch_LF and IK_Stretch_RF limit the IK stretch of the legs.
CTR_IK_Neck_B, CTR_IK_Neck_M and CTR_IK_Neck_F control the different parts of the neck in IK mode.
CTR_IK_Head is the IK controller of the neck which controls the movement of the head and whether the neck follows the parent controller.
CTR_Eye, CTR_Eyeball.L and CTR_Eyeball.R control the movement of the eyes.
CTR_Nictation.L and CTR_Nictation.R control the winkle.
There is a detailed facial rigging which supports detailed facial expressions.
And more…
Animations
Unlooped watching animation at 30 fps, frame range 0-330
Loopable walking animation at 30 fps, frame range 0-28
Unlooped eating animation at 30 fps, frame range 0-330
Features
To run faster, the fur is hidden with Render enabled.
The rendering time is relatively long because of a large amount of hair. Here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
The body hair requires an external add-on Hair_Clump, which is attached.
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.