Dhub Lizard Animation | Vfx Grace
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Introduction
This is a high-quality Dhub lizard model with multiple 4K UDIM maps, rigging, animations and a realistic muscle structure. This model is made with Blender 3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, oral cavity, tongue, corneas, pupils and third eyelids.
Polygons
Body: vertices 20,018; polygons 19,992
Oral cavity: vertices 16,550; polygons 16,334
Tongue: vertices 413; polygons 390
Corneas: vertices 2,340; polygons 2,336
Pupils: vertices 2,692; polygons 2,688
Third eyelids: vertices 1,394; polygons 1,344
Total: vertices 43,407; polygons 43,084
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0N7R00_Dhub_Lizard_Body_Basecolor.1001.png, 4096 4096
JW0N7R00_Dhub_Lizard_Body_Basecolor.1002.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Normal.1001.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Normal.1002.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Roughness.1001.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Roughness.1002.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Specular.1001.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_Specular.1002.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_SubsurfaceAmount.1001.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Body_SubsurfaceAmount.1002.png, 4096 *4096
JW0N7R00_Dhub_Lizard_Eye_Bacecolor.png, 1024 *1024
Rigging
With fine 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. It comes with multiple customized attributes:
head_follow controls whether the head follows;
neck_follow controls whether the neck follows;
tail_IK_FK switches between IK/FK of the tail;
tail_follow controls whether the tail follows.
CTR_IK_Spine_B controls the rear spine
CTR_IK_Spine_M controls the middle spine;
CTR_IK_Spine_F controls the front spine.
CTR_FK_Spine_a and CTR_FK_Spine_b are FK controllers of the body.
CTR_IK_tail_a, CTR_IK_tail_b, CTR_IK_tail_c and CTR_IK_tail_d are IK controllers of the tail.
CTR_Tail, CTR_Tail.001, CTR_Tail.002, CTR_Tail.003……CTR_Tail.010 are FK controllers of the tail.
CTR_Neck_a and CTR_Neck_b control the neck.
CTR_head controls the head.
CTR_F_Palm_root.L and CTR_F_Palm_root.R are IK controllers of the forelegs.
CTR_F_setting.L and CTR_F_setting.R come with a customized attribute:
IK_FK switches between IK/FK of the forelegs.
CTR_B_Palm_root.L and CTR_B_Palm_root.R are IK controllers of the hind legs.
CTR_B_setting.L and CTR_B_setting.R come with a customized attribute:
IK_FK switches between IK/FK of the hind legs.
CTR_jaw controls the jaw.
CTR_eye.L and CTR_eye.R control the eyes.
There are more assistant controllers.
And more ...
Animation
Loopable walking animation at 30 fps, frame range 0-72
Loopable running animation at 30 fps, frame range 0-7
Features
The model is in meter units at real-world scale. To run faster, the fur is hidden, with Render enabled. The model can be rendered in the current project directly.