Four-Eyed Dog 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 four-eyed dog model with textures, fur, rigging and 5 animations, and the body UV applies 4K UDIM maps. It's made with Blender and Cycles renderer at real-world scale.

The model consists of body, claws, lacrimal glands, oral cavity, pupils, corneas, upper teeth, lower teeth, tongue.


Polygons

Body: vertices 33,584; polygons 33,582

Claws: vertices 3,492; polygons 3,456

Lacrimal glands: vertices 392; polygons 384

Oral cavity: vertices 14,560; polygons 14,439

Pupils: vertices 1,378; polygons 1,344

Corneas: vertices 1,156; polygons 1,216

Lower teeth: vertices 6,168; polygons 6,136

Upper teeth: vertices 6,282; polygons 6,224

Tongue: vertices 5,006; polygons 5,004

Total: vertices 72,018; polygons 71,785


Formats

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


Textures

JC0L219A3_FourEyedDog_Eye_BaseColor.png, 4096*4096

JC0L219A3_FourEyedDog_Eye_Normal.png, 4096*4096

JC0L219A3_FourEyedDog_Eye_Specular.png, 4096*4096

JC0L219A3_FourEyedDog_Hair_BaseColor01.1001.png, 4096*4096

JC0L219A3_FourEyedDog_Hair_BaseColor01.1002.png, 4096*4096

JC0L219A3_FourEyedDog_Hair_BaseColor02.png, 4096*4096

JC0L219A3_FourEyedDog_Hair_Mask01.png, 2048*2048

JC0L219A3_FourEyedDog_Hair_Mask02.png, 2048*2048

JC0L219A3_FourEyedDog_Hair_Mask03.png, 2048*2048

JC0L219A3_FourEyedDog_Hair_Mask04.png, 4096*4096

JC0L219A3_FourEyedDog_OralCavity_BaseColor.png, 4096*4096

JC0L219A3_FourEyedDog_OralCavity_Normal.png, 4096*4096

JC0L219A3_FourEyedDog_OralCavity_Specular.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_BaseColor.1001.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_BaseColor.1002.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Mask.1001.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Mask.1002.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Normal.1001.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Normal.1002.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Specular.1001.png, 4096*4096

JC0L219A3_FourEyedDog_Skin_Specular.1002.png, 4096*4096

JC0L219A3_FourEyedDog_Tooth_BaseColor.png, 4096*4096

JC0L219A3_FourEyedDog_Tooth_Normal.png, 4096*4096

JC0L219A3_FourEyedDog_Tooth_Specular.png, 4096*4096


Rigging

With full controllers, postures and animations are easier to create. The features are as follows:

ROOT_root_b controls the entire model.

CTR_gravity_a controls the latter spine, when it moves, its customized attribute CTR_Foot_b_IK.L and CTR_Foot_b_IK.R control whether the legs follow it in IK mode; Tail_Follow controls whether the tail rotates following it.

CTR_gravity_b controls the former spine; when it moves, its customized attribute CTR_Foot_f_IK.L and CTR_Foot_f_IK.R control whether the legs follow it in IK mode; Neck_Follow controls whether the neck rotates following it; Head_Follow controls whether the head rotates following it, Head_Follow only works when Neck_Follow is set to 0.

CTR_head is the controller of the head, when the head rotates, its customized attribute eye_follow controls whether the eyes follow.

CTR_eye, CTR_eye.L, CTR_eye.R, CTR_eye_a.L and CTR_eye_a.R control the eyes and eyelids.

CTR_eye_b.L and CTR_eye_b.R control the eyes without eyelids.

CTR_blink.L and CTR_blink.R control the winkle.

CTR_blink.L.001 and CTR_blink.R.001 are controllers of the eyebrows.

CTR_NoseBridge controls the wrinkle of the nose.

CTR_blink.L.002 and CTR_blink.R.002 control the lips.

CTR_foot_f.L and CTR_foot_f.R are IK controllers of the forelegs, and its customized attribute Ankle_CTR controls whether the ankle bones move following the IK controller; IK-FK control the non-seamless switch of IK/FK of the legs; Pole_angle switches between the two display modes of the IK pole vector controller; STRETCH_CTR controls whether the legs can be stretched in IK mode.

CTR_foot_b.L and CTR_foot_b.R are IK controllers of the hind legs, and its customized attribute IK-FK control the non-seamless switch of IK/FK of the legs; Pole_angle switches between the different display modes of IK pole vertor; STRETCH_CTR controls whether the legs can be stretched in IK mode.

ROLL_foot_f.L, ROLL_foot_f.R, ROLL_foot_b.L and ROLL_foot_b.R are foot controllers of the limbs, its Rotation controls the rotation of the foot, the Location controls the squeeze of the foot pads.

The body comes with finer controllers which help control the deformation of animations.

There are fine facial controllers which support detailed expressions creation.

And more...


Animations

Loopable walking animation at 30 fps, frame range 0-300


Loopable running animation at 30 fps, frame range 0-10


Loopable trotting animation at 30 fps, frame range 0-210


Unlooped yelping animation at 30 fps, frame range 0-390


Features

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

The Display button of the fur is disabled.

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:

  • $400 Individual License

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

  • $1,200 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 over 1 year ago
Blender Version 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93
Render Engine Used Cycles
Misc Data Uvs-Unwrapped, Rigged, Animated, Normal-Mapped, Textured
License Royalty Free
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