Porcupine Animation | Vfx Grace
Introduction
This is a high-quality porcupine character featuring a model, textures, fur, rigging, and three animations. The model has a realistic muscle structure, with all textures created in 4K resolution. A complex hair system was created in Blender, along with realistic and detailed material, which makes the hair effects lifelike. A refined facial expression control system is also available. In addition, the model also supports the animation of porcupine quill erection. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, oral cavity, tongue, paws, and quills.
Polygons
Body: vertices: 26,428; polygons: 26,248
Eyes: vertices: 2,760; polygons: 2,880
Oral cavity: vertices: 5,046; polygons: 5,006
Tongue: vertices: 358; polygons: 356
Paws: vertices: 420; polygons: 416
Quills: vertices: 5,545; polygons: 5,501
Total: vertices: 40,557; polygons: 40,407
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JW0N9Z00_Porcupine_BodyHair_BaseColor.png, 4096* 4096
JW0N9Z00_Porcupine_BodyHair_ID.png, 4096* 4096
JW0N9Z00_Porcupine_BodySkin_BaseColor.png, 4096* 4096
JW0N9Z00_Porcupine_BodySkin_Displacement.png, 4096* 4096
JW0N9Z00_Porcupine_BodySkin_Normal.png, 4096* 4096
JW0N9Z00_Porcupine_Eye_BaseColor.png, 4096 4096
JW0N9Z00_Porcupine_Teeth_BaseColor.png, 4096 4096
JW0N9Z00_Porcupine_Thorn01_BaseColor.png, 4096 4096
JW0N9Z00_Porcupine_Thorn01_Roughness.png, 4096 4096
JW0N9Z00_Porcupine_Thorn02_BaseColor.png, 4096* 4096
JW0N9Z00_Porcupine_Thorn02_Roughness.png, 4096 4096
JW0N9Z00_Porcupine_Thorn_Normal.png, 4096 4096
JW0N9Z00_Porcupine_Thorn_Specular.png, 4096* 4096
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_root: Controls the entire model, and comes with multiple customized attributes:
BodyThorn: Controls the quill erection effect on the body;
TailThorn: Controls the quill erection effect on the tail;
neck_follow: Controls whether the neck follows the body.
CTR_gravity: Controls the center of gravity.
CTR_IK_spine_B: Posterior spine controller.
CTR_IK_spine_M: Middle spine controller.
CTR_IK_spine_F: Anterior spine controller.
CTR_FK_tail_a, CTR_FK_tail_b and CTR_FK_tail_c: FK controllers for the tail.
CTR_FK_neck_a and CTR_FK_neck_b: FK controllers for the neck.
CTR_FK_head: Head controller with a customized attribute:
neck_root_follow_head: Controls whether the neck root follows the head.
CTR_IK_foot_F.L and CTR_IK_foot_F.R: IK controllers for the front legs.
CTR_setting_F.L and CTR_setting_F.R come with multiple customized attributes:
IK_FK: Switches between IK and FK of the front legs;
IK_stretch: Controls whether the front legs can stretch.
CTR_IK_foot_B.L and CTR_IK_foot_B.R: IK controllers for the hind legs.
CTR_setting_B.L and CTR_setting_B.R come with multiple customized attributes:
IK_FK: Switches between IK and FK of the hind legs;
IK_stretch: Controls whether the hind legs can stretch.
CTR_jaw: Jaw controller.
CTR_eyeball_b.R and CTR_eyeball_b.L: Eye controllers.
CTR_blink.R and CTR_blink.L: Blinking controllers.
Additionally, there are complex facial controllers and a flexible facial UI control for creating a wide range of facial expressions. The body also has numerous auxiliary controllers.
And more...
Animations
Unlooped walking animation at 30 fps, frame range 0-240
Unlooped eating animation at 30 fps, frame range 0-300
Unlooped defending 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. To display fur, simply click the display button.
The porcupine's quills are created using a particle system in Blender. To facilitate importing the character into other software, the quills have been converted to a mesh and exported in OBJ format. As a result, the vertices, edges and faces in the Blender project may differ from those in the OBJ file.
Except for the above instructions, the model can be directly rendered in the project.....
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