Ovis Ammon Male Animated | Vfx Grace
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Introduction
This is a high-quality male ovis ammon model with multiple 4K UDIM maps, fur, rigging, animations and a realistic muscle structure, and the complex hair system improves the realism of the hair. This model is made with Blender3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, horns and tongue.
Polygons
Body: vertices 36,904; polygons 36,838
Eyes: vertices 1,782; polygons 1,862
Tongue: vertices 1,380; polygons 1,378
Horns: vertices 14,708; polygons 14,704
Total: vertices 54,774; polygons 54,782
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0N2N0J_OvisAmmon_Male_Body_BaseColor.1001.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_BaseColor.1002.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Normal.1001.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Normal.1002.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Skin.1001.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Skin.1002.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Specular.1001.jpg, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Body_Specular.1002.jpg, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Horn_AO.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Horn_Height.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Horn_Normal.png, 4096 *4096
JF0N2N0J_OvisAmmon_Male_Other_BaseColor.png, 4096 *4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
root controls the entire model.
CTR_back controls the center of gravity.
CTR_gravity controls the rear spine.
CTR_spine_c_pivot controls the middle spine.
CTR_spine_d controls the front spine, it comes with multiple customized attributes:
head_follow controls whether the head follows;
neck_IK_FK swiches between IK/FK of the neck;
neck_follow controls whether the neck follows;.
CTR_tail_a, CTR_tail_b, CTR_tail_c, CTR_tail_d, CTR_tail_e, CTR_tail_f and CTR_tail_g are FK controllers of the tail.
CTR_neck_a, CTR_neck_b, CTR_neck_c andCTR_neck_d are FK controllers of the neck.
CTR_head controls the head.
CTR_ankle_F_ik.L and CTR_ankle_F_ik.R are IK controllers of the forelegs.
thigh_F_parent.L and thigh_F_parent.R come with multiple customized attributes:
FK_limb_follow controls whether the legs rotate following the body in FK mode;
IK_FK switches between IK/FK of the forelegs;
IK_Stretch controls whether the legs can be stretched;
IK_follow controls whether the IK controllers of the legs move following the root controller;
IK_repair_jiggle fixes the shaking of legs when the feet are not moving much on Z axis;
pole_follow controls whether the pole vector moves following the leg controllers;
pole_vector controls whether the pole vector controls the legs;
root/parent controls whether the IK controllers of the legs move following CTR_back.
CTR_shin_B_ik.L and CTR_shin_B_ik.R are IK controllers of the hind legs.
hip_b_parent.L and hip_b_parent.R come with multiple customized attributes:
FK_limb_follow controls whether the legs rotate following the body in FK mode;
IK_Chain_Length switches the chain length of the hind legs in IK mode;
IK_FK switches between IK/FK of the forelegs;
IK_Stretch controls whether the legs can be stretched;
IK_follow controls whether the IK controllers of the legs move following the root controller;
pole_follow controls whether the pole vector moves following the leg controllers;
pole_vector controls whether the pole vector controls the legs;
root/parent controls whether the IK controllers of the legs move following CTR_back.
CTR_mouth controls the jaw.
CTR_roll_lip_D controls the lower lip.
CTR_mouth_U controls the upper lip.
CTR_eye.L and CTR_eye.R control the eyes.
CTR_blink.L and CTR_blink.R control the winkling.
CTR_belly controls the abdomen and the breath animation.
There are more detailed facial controllers for creating more facial expressions, as well as more assistant body controllers.
And more ...
Animation
Loopable walking animation at 30 fps, frame range 0-144
Loopable running animation at 30 fps, frame range 0-70
Unlooped watching animation at 30 fps, frame range 0-240
Unlooped eating animation at 30 fps, frame range 0-240
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.