Aquila Nipalensis Animated | Vfx Grace
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Introduction
This is a high-quality aquila nipalensis model with detailed head, claws and wing feathers, textures, fur and 5 animations. The feathers follow the real reference, the body UV applies 4K UDIM maps, and the body feathers are made as facets. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, eyes, feathers, tongue and third eyelids.
Polygons
Body: vertices 37,376; polygons 37,136
Eyes: vertices 2,568; polygons 2,688
Feathers: vertices 391,772; polygons 309,354
Tongue: vertices 116; polygons 108
Third eyelids: vertices 514; polygons 512
Total: vertices 432,346; polygons 349,798
Formats
There is a Blender project and an OBJ file without rigging or animation.
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.
Textures
JF0L810A0_AquilaNipalensis_Body_BaseColor.1001.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_BaseColor.1002.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_BaseColor.1003.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Normal.1001.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Normal.1002.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Normal.1003.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Roughness.1001.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Roughness.1002.png, 4096*4096
JF0L810A0_AquilaNipalensis_Body_Roughness.1003.png, 4096*4096
JF0L810A0_AquilaNipalensis_DownTailFeather_BaseColor.png, 4096*4096
JF0L810A0_AquilaNipalensis_DownTailFeather_Normal.png, 4096*4096
And more...
Rigging
With full controllers, the postures and animations are easier to create. The features are as follows:
root controls the entire model.
CTR_neck_a is the controller of the root of the neck, and its customized attribute Neck_Follow controls whether the neck rotates following the parent controller.
CTR_Head_Rot is the FK controller of the head, and its customized attribute FK-IK controls the non-seamless switch of IK/FK of the neck; Head_Follow controls whether the head rotates following the parent controller.
CTR_Head_FK_Transfer controls the location of head when the neck is in FK mode.
CTR_Head_IK_Transfer.001 is the controller of head when the neck is in IK mode.
CTR_Eyeball.L and CTR_Eyeball.R are controllers of eyes.
CTR_Eyemask.L and CTR_Eyemask.R control the third eyelids.
upper_arm_parent.L and upper_arm_parent.R are controllers of legs, their customized attribute FK_limb_follow controls whether the legs rotate following the center of gravity in FK mode; IK_FK controls the non-seamless switch of IK/FK of the legs; IK_follow controls whether the legs move following the root controller in IK mode; pole_vector controls whether the vector controllers follow the IK controllers of the feet.
CTR_root_scapulars_a.L and CTR_root_scapulars_a.R are controllers of the shoulders, and its customized attribute Scapular_Follow_Wing_Loc controls whether the feathers on the shoulders follow the wing controllers; Scapular_Follow_Wing_Rot controls whether the the feathers on the shoulders rotate following the controllers of the wings.
CTR_Wing.L and CTR_Wing.R control the folding of the wings.
CTR_tail controls the folding of the tail.
The feet and feathers come with mode detailed controllers.
Each feather comes with skinned bones, which makes it easy to shape a single feather or all feathers overall.
And more...
Animations
Loopable flying animation at 30 fps, frame range 0-120
Unlooped watching animation at 30 fps, frame range 0-220
Unlooped TakeOff animation at 30 fps, frame range 0-360
Loopable walking animation at 30 fps, frame range 0-120
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
The model can be rendered in the current project, without any other adjustment.