Egret Animated | Vfx Grace
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Introduction
This is a high-quality egret model with 4K maps, realistic fur, rigging and a flying animation. The rigging follows real bones. The wings come with a folding controller, and can be switched between IK/FK. The legs and neck can also be switched between IK/FK. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, eyes, feathers, tongue.
Polygons
Body: vertices 12,840; polygons 12,788
Eyes: vertices 2,500; polygons 2,496
Feathers: vertices 7,366; polygons 5,088
Tongue: vertices 137; polygons 128
Total: vertices 22,843; polygons 20,500
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
Size of maps
JF0L811A3_Egret_Body_BaseColor.png, 4096*4096
JF0L811A3_Egret_Body_Normal.png, 4096*4096
JF0L811A3_Egret_Body_Roughness.png, 4096*4096
JF0L811A3_Egret_Feather_BaseColor.png, 2048*2048
JF0L811A3_Egret_Feather_Normal.jpg, 2048*2048
JF0L811A3_Egret_Foot_BaseColor.png, 4096*4096
JF0L811A3_Egret_Foot_Normal.png, 4096*4096
JF0L811A3_Egret_Foot_Roughness.png, 4096*4096
JF0L811A3_Egret_Hair_Alpha.png, 1024*1024
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_Root controls the entire model.
CTR_Body controls the center of gravity of the body, and its customized attribute Head_Follow controls whether the head moves following it in IK mode; Neck_ikfk controls the non-seamless switch of IK/FK of the neck.
CTR_SpineBack, CTR_Tail_.001, CTR_Tail_.002 and CTR_SpineMid are spine controllers of the body.
CTR_neck.001 is the controller of the root of the neck.
CTR_Head and CTR_Head.001 are head controllers.
CTR_CloseWing.L and CTR_CloseWing.R control the folding of wings by Location.
CTR_CloseTail controls the folding and unfolding of the feathers on the tail by Location.
CTR_FootRoot.R and CTR_FootRoot.L are IK controllers of the legs, and its customized attribute L-Leg-IK-FK and R-Leg-IK-FK control the non-seamless switch of IK/FK of the legs.
CTR_ArmIK.L and CTR_ArmIK.R are IK controllers of the wings, and its customized attribute L-Wing-IK-FK and R-Wing-IK-FK control the non-seamless switch of IK/FK of the wings.
Each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers or each feather separately easily.
And more...
Animations
Loopable flying animation at 30 fps, frame range 0-271
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
To reset the default pose of the model and recreate the animations, you need to set the shape key "Repair_Fly" to 0.
The model can be rendered in the current project, without any other adjustment.
Notes after purchase
If you have problems using your character after purchasing it, please check our Support page.
If you have any other questions, please feel free to contact us.
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