Australian Dingo Animated | Vfx Grace
Introduction
This is a high-quality Australian dingo model with textures, fur, rigging, and 4 realistic animations. The model features realistic muscle structure, with UDIM maps created in 4K resolution, resulting in highly realistic effects. The rigging includes detailed controls for flexible body movement. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, claws, eyes, lacrimal glands, sclerae and teeth.
Polygons
Body: vertices: 37,575; polygons: 37,574
Claws: vertices: 4,644; polygons: 4,608
Eyes: vertices: 1,284; polygons: 1,344
Lacrimal Glands: vertices: 1,032; polygons: 1,024
Sclera: vertices: 1,252; polygons: 1,248
Teeth: vertices: 6,668; polygons: 6,278
Total: vertices: 52,455; polygons: 52,076
Formats
There is a Blender project and an OBJ file.
Textures
JF0O0A00_Dingo_Body_BaseColor_1001.png, 4096* 4096
JF0O0A00_Dingo_Body_BaseColor_1002.png, 4096* 4096
JF0O0A00_Dingo_Body_Normal_1001.png, 4096* 4096
JF0O0A00_Dingo_Body_Normal_1002.png, 4096* 4096
JF0O0A00_Dingo_Body_Specular_1001.png, 1024* 1024
JF0O0A00_Dingo_Body_Specular_1002.png, 1024* 1024
JF0O0A00_Dingo_Body_SubsurfaceAmount_1001.png, 1024* 1024
JF0O0A00_Dingo_Body_SubsurfaceAmount_1002.png, 1024* 1024
JF0O0A00_Dingo_Eye_BaseColor.png, 2048* 2048
JF0O0A00_Dingo_Hair_BaseColor_1001.png, 4096* 4096
JF0O0A00_Dingo_Hair_BaseColor_1002.png, 4096* 4096
JF0O0A00_Dingo_ToothClaw_BaseColor.png , 2048* 2048
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root: Controls the overall model.
CTR_gravity: Gravity center controller with 13 customized attributes:
IKFK_leg_B.L: Switches between IK and FK for the left hind leg.
IKFK_leg_B.R: Switches between IK and FK for the right hind leg.
IKFK_leg_F.L: Switches between IK and FK for the left front legs.
IKFK_leg_F.R: Switches between IK and FK for the right front legs.
IKFK_spine: Switches between IK and FK for the spine.
Stretch_leg_B.L: Controls left hind leg stretch.
Stretch_leg_B.R: Controls right hind leg stretch.
Stretch_leg_F.L: Controls left front leg stretch.
Stretch_leg_F.R: Controls right front leg stretch.
head_follow: Controls whether the head follows.
neck_follow: Controls whether the neck follows.
spine_follow: Controls whether the middle IK spine IK follows.
tail_follow: Controls whether the tail follows.
CTR_spine_B: Posterior spine controller.
CTR_spine_M: Middle spine controller.
CTR_spine_F: Anterior spine controller.
CTR_neck: Neck rotation controller.
CTR_FK_neck.001, CTR_FK_neck.002 and CTR_FK_neck.003: Neck FK rotation controllers.
CTR_head: Head rotation and stretch controller.
CTR_mouth: Mouth opening/closing controller.
CTR_eyelid_u.L and CTR_eyelid_u.R: Eye opening/closing controllers.
ROLL_tail: Controls tail rotation.
CTR_tail.001, CTR_tail.002, CTR_tail.003, CTR_tail.004 and CTR_tail.005: Control tail stretch.
CTR_FK_tail.001, CTR_FK_tail.002, CTR_FK_tail.003, CTR_FK_tail.004, CTR_FK_tail.005, CTR_FK_tail.006, CTR_FK_tail.007 and CTR_FK_tail.008: Tail FK rotation controllers.
CTR_IK_B_Hip.001.L and CTR_IK_B_Hip.001.R: Hip rotation controllers.
CTR_IK_B_Hip.002.L and CTR_IK_B_Hip.002.R: Hip movement controllers.
CTR_IK_B_Heel.L and CTR_IK_B_Heel.R: Hind leg joint rotation controllers.
CTR_B_foot.L and CTR_B_foot.R: Hind leg IK controllers.
CTR_IK_F_Hip.L and CTR_IK_F_Hip.R: Front leg shoulder movement and rotation controllers.
CTR_IK_F_Heel.L and CTR_IK_F_Heel.R: Front leg joint rotation controllers.
CTR_F_foot.L and CTR_F_foot.R: Front leg IK controllers. The body comes with more auxiliary controllers for more detailed animations.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-216
Loopable running animation at 30 fps, frame range 0-22
Loopable trotting animation at 30 fps, frame range 0-160
Unlooped watching animation at 30 fps, frame range 0-150
Features
The model is in meter units at real-world scale.
In the project, fur display is turned off for efficient workflow and can be enabled when needed.
Apart from the above instructions, the character can be directly rendered in your project.