This dog model has multiple 4K maps, fur, rigging and 6 animations. There is a fine facial controller and a realistic oral cavity, too. The body applies UDIM UV. This model is made with Blender and Cycles renderer at real-world scale.
The model consists of 6 objects: Body, eyes, eyelids, toes, lower teeth, upper teeth.
Body: vertices 88,924; polygons 88,922
Eyelids: vertices 564; polygons 564
Eyes: vertices 3,048; polygons 2,980
Toes: vertices 3,204; polygons 3,168
Lower teeth: vertices 20,504; polygons 20,464
Upper teeth: vertices 5,474; polygons 5,438
Total: vertices: 121,718; polygons: 121,536
There is a Blender project and an OBJ file without rigging or animation.
With full controllers, the postures and animations are easier to create. The features are as follows:
CTR_Root controls the entire model.
CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail.
CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L.
CTR_neck comes with the customized attributes Head_Follow that controls whether the head rotates following the parent controller; Neck_Follow controls whether the neck rotates following the parent controller; when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1, Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_Foot_F.L/R is the IK controller of the forepaw, and the customized attribute L/R_F_IK_FK controls the non-seamless switch of leg IK/FK, and Leg_stretch controls whether the leg can be stretched in IK mode; Wrist_IK: when set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when set to 3, there are three pieces of bones, and the wrist rotates following the IK controller.
CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes:
L/R_B_IK_FK control the non-seamless switch of leg IK/FK;
Leg_stretch controls whether the leg can be stretched in IK mode.
CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes.
Y Location controls the force and relaxation of the toes,
Z Location controls the squeeze of the footpad.
X Rotate controls the bending of the toes,
Z Rotate controls the opening and closing of the toes.
CTR_eye.L/R.002 controls the blink.
CTR_NoseWrinkle controls the wrinkle of the nose.
CTR_Gape controls the mouth opening.
There are fine facial and tongue controllers for detailed facial expressions creation.
Loopable running animation at 30 fps, Frame range 0-110
Loopable walking animation at 30 fps, Frame range 0-242
Loopable trotting animation at 30 fps, Frame range 0-140
Unlooped smelling animation at 30 fps, Frame range 0-480
Unlooped yelping animation at 30 fps, Frame range 0-245
Unlooped watching animation at 30 fps, Frame range 0-378
The model is in meter units at real-world scale.
To run faster, the fur is hidden, and with Render enabled.
If this high resolution is not necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
Notice Before Purchase Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D softwares such as Maya, 3DsMax, C4D and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those softwares. You can still try exporting the animations using any other methods, including baking and more, at your own risk. We don't provide any technical support on exporting to other softwares than Blender.