White Hen Animated | Vfx Grace

by VFX Grace in Models


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Introduction

This is a white hen model with multiple 4K maps, rigging and 3 animations. It's made with Blender and Cycles renderer at real-world scale.

It consists of body claws, lacrimal glands, pupils, feathers, corneas, third eyelid, tongue.


Polygons

Body: vertices 15,757; polygons 15,728

Claws: vertices 1,064; polygons 992

Lacrimal glands: vertices 3,884; polygons 3,880

Pupils: vertices 1,348; polygons 1,408

Feathers: vertices 347,265; polygons 212,864

Corneas: vertices 964; polygons 1,024

Third eyelid: vertices 1,028; polygons 1,088

Tongue: vertices 246; polygons 236

Total: vertices 371,556; polygons 237,220


Formats

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


Textures

JF0L629A2_WhiteHen_Body_BaseColor.png, 4096*4096

JF0L629A2_WhiteHen_Eye_BaseColor.png, 4096*4096

JF0L629A2_WhiteHen_Eye_Normal.png, 4096*4096

JF0L629A2_WhiteHen_Eye_Specular.png, 4096*4096

JF0L629A2_WhiteHen_Eye_SubsurfaceAmount.png, 4096*4096

JF0L629A2_WhiteHen_Foot_BaseColor.png, 4096*4096

JF0L629A2_WhiteHen_Foot_Normal.png, 4096*4096

JF0L629A2_WhiteHen_Foot_Roughness.png, 4096*4096

JF0L629A2_WhiteHen_Foot_Specular.png, 4096*4096

And more…


Rigging

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

CTR_root controls the entire model.

ctr_spine._b.002 has a customized attribute Follow_Hip that controls whether the tail rotates following the parent controller.

CTR_head is the IK controller of the head, and its customized attribute Neck_IK-Stretch controls whether the neck can be stretched in IK mode, Neck_IKFK controls the non-seamless IK/FK switch of the neck.

ctr_foot.L is the IK controller of the left leg, and its customized attribute Leg_IKFK_L controls the non-seamless IK/FK switch of the leg; Leg_Stretch_L controls whether the leg can be stretched in IK mode; Pole_Follow controls whether the pole vectors moves following the IK controller in IK mode.

ctr_foot.R is the IK controller of the right leg, and its customized attribute Leg_IKFK_R controls the non-seamless IK/FK switch of the leg; Leg_Stretch_R controls whether the leg can be stretched in IK mode; Pole_Follow controls whether the pole vectors moves following the IK controller in IK mode.

ctr_hip.L is the controller of the lower hip bone of the left leg in IK mode, and its customized attribute Hip_Stretch_L controls whether the skeleton can be stretched while moving.

ctr_hip.R is the controller of the lower hip bone of the right leg in IK mode, and its customized attribute Hip_Stretch_R controls whether the skeleton can be stretched while moving.

CTR_Toe_bent.L and CTR_Toe_bent.R are assistant controllers of the claws, and its Location controls the extension, flexion and bending of the claws.

ctr_fold_tail controls the tail feathers.

ctr_fold_wing.L and ctr_fold_wing.R controls the folding of wing feathers by Location.

There are FK controllers of the wings, and each feather has skinned bones and separate controllers, which make it possible to control the shape of every feather separately or some feathers in batches.

And more...


Animations

Unlooped watching animation at 30 fps, frame range 0-400



Unlooped walking animation at 30 fps, frame range 0-430


Unlooped pecking animation at 30 fps, frame range 0-300


Features

Set Transparency under Light Paths to 40 or larger for there are too many feathers.

This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.


Choose a product version:

Published 12 months ago
Blender Version 3.4, 3.3, 3.2, 3.1, 3.0, 2.93
Misc Data uvs-unwrapped, rigged, animated, normal-mapped, textured
License Royalty Free
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