Red Hen Animated | Vfx Grace

by VFX Grace in Models


 🔸Please be sure to select the appropriate license before purchasing. Improper license will be deemed invalid and constitute an infringement of the copyright of VFX Grace.

 🔸If you have any questions about our licenses, please feel free to contact us, and we are glad to provide any useful information.


Introduction

This is a high-quality red hen model with 4K PBR maps, rigging and three animations. The body feathers are made as facets to speed up the rendering and make operations smooth. The rigging follows real bones. The model is made with Blender and Cycles renderer at real-world scale.

The model consists of body, nails, lacrimal glands, pupils, corneas, third eyelids, tongue, feathers.

RedHen_OtherObjects_grp contains empty objects without textures or maps, which are neither rendered nor included in the FBX file.


Polygons

Body: vertices 15,757; polygons 15,728

Nails: vertices 1,064; polygons 992

Lacrimal glands: vertices 2,634; polygons 2,528

Pupils: vertices 1,348; polygons 1,408

Corneas: vertices 964; polygons 1,024

Third eyelids: vertices 1,028; polygons 1,088

Tongue: vertices 246; polygons 236

Feathers: vertices 348,928; polygons 214,810

Total: vertices 371,969; polygons 237,814


Formats

There is a Blender project and an FBX file without rigging or animation.


Textures

Size of maps

JF0L629A2_RedHen_Body_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Body_Feather_Alpha.png, 4096*4096

JF0L629A2_RedHen_Body_Feather_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Body_Feather_ClearCoat.png, 4096*4096

JF0L629A2_RedHen_Chest_Feather_Alpha.png, 4096*4096

JF0L629A2_RedHen_Chest_Feather_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Chest_Feather_ClearCoat.png, 4096*4096

JF0L629A2_RedHen_Eye_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Eye_Normal.png, 4096*4096

JF0L629A2_RedHen_Eye_Specular.png, 4096*4096

JF0L629A2_RedHen_Eye_SubsurfaceAmount.png, 4096*4096

JF0L629A2_RedHen_Foot_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Foot_Normal.png, 4096*4096

JF0L629A2_RedHen_Foot_Roughness.png, 4096*4096

JF0L629A2_RedHen_Foot_Specular.png, 4096*4096

JF0L629A2_RedHen_Foot_SubsurfaceAmount.png, 4096*4096

JF0L629A2_RedHen_Head_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Head_Normal.png, 4096*4096

JF0L629A2_RedHen_Head_Roughness.png, 4096*4096

JF0L629A2_RedHen_Head_Specular.png, 4096*4096

JF0L629A2_RedHen_Hip_Feather_BaseColor.png, 2048*2048

JF0L629A2_RedHen_Neck_Feather_Alpha.png, 4096*4096

JF0L629A2_RedHen_Neck_Feather_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Neck_Feather_ClearCoat.png, 4096*4096

JF0L629A2_RedHen_Other_Feather_Alpha.png, 4096*4096

JF0L629A2_RedHen_Other_Feather_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather01_Alpha.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather01_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather01_ClearCoat.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather02_Alpha.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather02_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Tail_Feather02_Normal.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather01_Alpha.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather01_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather01_Normal.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather02_Alpha.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather02_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather02_Normal.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather03_Alpha.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather03_BaseColor.png, 4096*4096

JF0L629A2_RedHen_Wing_Feather03_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_spine._b.002 comes with a customized attribute Follow_Hip which controls whether the tail rotates following it.

CTR_head is the IK controller of the head, and its customized attribute Neck_IK-Stretch controls whether the neck can be stretched in IK mode; Neck_IKFK controls the non-seamless switch of IK/FK of the neck.

CTR_EyeMembrane.L and CTR_EyeMembrane.R control the third eyelids.

CTR_blink.L and CTR_blink.R control the winkle.

ctr_foot.L is the IK controller of the left leg, and its customized attribute Leg_IKFK_L controls the non-seamless switch of IK/FK of the legs; Leg_Stretch_L controls whether the legs can be stretched in IK mode; Pole_Follow controls whether the pole vector moves following the IK controller in IK mode.

ctr_foot.R is the IK controller of the right leg, and its customized attribute Leg_IKFK_R controls the non-seamless switch of IK/FK of the legs; Leg_Stretch_R controls whether the legs can be stretched in IK mode; Pole_Follow controls whether the pole vector moves following the IK controller in IK mode.

ctr_hip.L is the controller of the hip bone of the left leg in IK mode, and its customized attribute Hip_Stretch_L controls whether the bones can be stretched when moving.

ctr_hip.R is the controller of the hip bone of the right leg in IK mode, and its customized attribute Hip_Stretch_R controls whether the bones can be stretched when moving.

CTR_Toe_bent.L and CTR_Toe_bent.R are assistant controllers of the claws, the Location controls the extension and flexion of the claws.

ctr_fold_tail controls the feathers on the tail.

ctr_fold_wing.L and ctr_fold_wing.R control the folding of the wings by Location.

The wings come with FK controllers, and each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers or each feather separately.

The body comes with more assistant controllers which fix the deformation of the animations.

And more...


Animations

Unlooped LookAround animation at 30 fps, frame range 0-400



Unlooped pecking animation at 30 fps, frame range 0-300



Unlooped walking animation at 30 fps, frame range 0-430



Features

To get a nice effect, the settings below are required for such thick feathers:

1. Set Total under Light Paths to 12;

2. Set Transparency under Light Paths to 40;

3. Set Transmission under Light Paths to 12;

The model is in meter units at real-world scale.

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.

Choose a product version:

  • $240 Individual License

    🔸individual with annual revenue ≤ $150,000; 🔸May not be shared with any individual or entity

  • $720 Team license

    🔸Available to everyone within the entity; 🔸May not be shared with any other individual or entity; 🔸This license is only valid if the entity's annual revenue does not exceed $2 million; 🔸If the entity's annual revenue exceeds $2 million, please contact us to purchase the corresponding license.

Published almost 2 years ago
Blender Version 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92
Render Engine Used Cycles
Misc Data Uvs-Unwrapped, Rigged, Animated, Normal-Mapped, Textured
License Royalty Free
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