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Introduction
This is a high-quality prairie dog model with multiple 4K UDIM maps, fur, riggings and 4 realistic animations. It comes with a complex hair system created in Blender and realistic muscle structure. This model is made with Blender3.4 and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, teeth, claws, lacrimal caruncles, and lacrimal glands.
Polygons
Body: vertices 25,150; polygons 25,102
Eyes: vertices 3,048; polygons 2,978
Teeth01: vertices 2,736; polygons 2,528
Teeth02: vertices 377; polygons 346
Claws: vertices 2,506; polygons 2,340
Upper lacrimal caruncles: vertices 624; polygons 608
Lacrimal caruncles: vertices 448; polygons 444
Lacrimal glands: vertices 252; polygons 248
Total: vertices 35,141; polygons 34,594
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0N2N0I_PrairieDog_Specular.1002.png, 4096 *4096
JF0N2N0I_PrairieDog_Specular.1001.png, 4096 *4096
JF0N2N0I_PrairieDog_Skin_BaseColor.1002.png, 4096 *4096
JF0N2N0I_PrairieDog_Skin_BaseColor.1001.png, 4096 *4096
JF0N2N0I_PrairieDog_Roughness.1002.png, 4096 *4096
JF0N2N0I_PrairieDog_Roughness.1001.png, 4096 *4096
JF0N2N0I_PrairieDog_Normal.1002.png, 4096 *4096
JF0N2N0I_PrairieDog_Normal.1001.png, 4096 *4096
JF0N2N0I_PrairieDog_Hair_BaseColor.1002.png, 4096 *4096
JF0N2N0I_PrairieDog_Hair_BaseColor.1001.png, 4096 *4096
JF0N2N0I_PrairieDog_Eyes_Mask.png, 2048 *2048
JF0N2N0I_PrairieDog_Eyes_BaseColor.png, 2048 *2048
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_ROOT controls the entire model. It comes with multiple customized attributes:
Arm_IK-FK_L and Arm_IK-FK_R switches between IK/FK of the forelegs;
Arm_IK-stretch_L and Arm_IK-stretch_R controls whether the forelegs can be stretched in IK mode;
Head_follow controls whether the head rotates following the body;
Leg_IK-FK_L and Leg_IK-FK_R switches between IK/FK of the hind legs;
Leg_IK-stretch_L and Leg_IK-stretch_R controls whether the hind legs can be stretched in IK mode;
Spine_link controls whether the middle spine moves following the front and rear spine;
Tail_follow controls whether the tail rotates following the body.
ROOT_gravity controls the center of gravity.
CTR_gravity_b controls the rear spine.
STRETCH_spine_m controls the middle spine.
CTR_gravity_f controls the front spine.
CTR_spine_a, CTR_spine_b, CTR_spine_c and CTR_spine_d are FK controllers of the body.
CTR_tail_a, CTR_tail_b, CTR_tail_c, CTR_tail_d and CTR_tail_e are FK controllers of the tail.
CTR_neck_a, CTR_neck_b, CTR_neck_c are FK controllers of the neck.
CTR_head controls the head.
Root_hoof_F.L and Root_hoof_F.R are IK controllers of the forelegs.
Root_hoof_B.L and Root_hoof_B.R are IK controllers of the hind legs.
CTR_lower_jaw_a, CTR_lower_jaw_b controls the jaw.
ROOT_eye, CTR_eye.L and CTR_eye.R control the eyes.
CTR_breath controls the abdomen and the breathing action.
There are complex facial controllers for creating plenty of facial expressions, and more assistant body controllers.
And more ...
Animation
Loopable running animation at 30 fps, frame range 0-8
Loopable walking animation at 30 fps, frame range 0-80
Unlooped watching animation at 30 fps, frame range 0-240
Unlooped shouting 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.
The model can be rendered in the current project directly.