This Bactrian camel model is with 4K texture maps, rigging, and hair. The hair is generated in multiple layers for a realistic result. The model is made with Blender and Cycles renderer at real-world scale. The model consists of 9 objects: Body, 2 lacrimal glands, 2 pupils, 2 sclerae, tongue, teeth.
Body: vertices 39,106; polygons 39,058
2 Lacrimal glands: vertices 1,080; polygons 1,072
2 Pupils: vertices 740; polygons 752
2 Sclerae: vertices 548; polygons 544
Tongue: vertices 602; polygons 600
Teeth: vertices 18,300; polygons 17,624
Total: vertices 60,376; polygons 59,650
There is a Blender project and an OBJ file.
Full controllers are available to make it easier to create postures and animations. The features are as follows:
CTR_ROOT.L controls the entire model.
CTR_gravity controls the center of the gravity of the body.
jaw_master controls the rotation of the jaw.
CTR_IK_F_ankle.001.L/R control the location and rotation of the fore ankles, and with customized attributes: F_Leg_IK-FK, F_Leg_Stretch.
CTR_foot.L/R control the location and rotation of the hind feet, and with customized attributes: B_Leg_IK-FK, B_Leg_Stretch.
CTR_belly_a.L/R control breathing of the belly.
CTR_IK_B_ankle.002.L/R control the rotation of the hind feet.
IK_F_thigh.003.L/R controls the rotation of the ankle of the forefeet.
CTR_Neck_IK comes with customized attributes: Neck IK-FK that controls the switch of IK/FK of the neck and HeadFollow.
Facial rigging is available.
The non-seamless switch of IK/FK of limbs, and the stretch limit are controlled by the customized attributes of foot controllers.
And more ...
EatGrass animation at 30 fps, frame range 1-200
running animation at 30 fps, frame range 58-74
watching animation at 30 fps, frame range 1-225
walking animation at 30 fps, frame range 15-60
The hair dynamics are only available in frame range 1-120 of the running animation, and it can be disabled as needed.
The model is in meter units at real-world scale.
The rigged version is in the initial pose, previews are just for display.
To run faster, the fur is hidden, and with Render enabled. You can enable the Display if needed.
If this high resolution is not necessary, here are some optimization methods:
Enable Simplify in Render Properties tab when rendering.
Decrease the steps of the Interpolated spine.
Decrease the number of children, and increase the thickness of hair.