Gray Langur Animated | Vfx Grace
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Introduction
This is a realistic sacred langur model with multiple 4K maps, fur, rigging and animations. It's made with Blender and Cycles renderer.
It consists of the body, black pupils, lacrimal sacs, lacrimal glands, oral cavity, pupils, lens.
Polygons
Body: vertices 16,778; polygons 16,732
Black pupils: vertices 320; polygons 256
Lacrimal sacs: vertices 712; polygons 648
lacrimal glands: vertices 120; polygons 116
Oral cavity: vertices 8,218; polygons 8,100
Pupils: vertices 1,346; polygons 1,346
Lens: vertices 1,156; polygons 1,216
Total: vertices 28,650; polygons 28,414
Formats
There is a Blender project and an OBJ file rotated over the X-axis by 90 degrees without rigging or animation.
Textures
JU0L918B0_GrayLangur_Pupil_Specular.png, 2048*2048
JU0L918B0_GrayLangur_Pupil_Normal.png, 2048*2048
JU0L918B0_GrayLangur_Pupil_BaseColor.png, 2048*2048
JU0L918B0_GrayLangur_OralCavity_Specular.png, 2048*2048
JU0L918B0_GrayLangur_OralCavity_Normal.png, 2048*2048
JU0L918B0_GrayLangur_OralCavity_BaseColor.png, 2048*2048
JU0L918B0_GrayLangur_BodySkin_Specular.1002.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_Specular.1001.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_Roughness.1002.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_Roughness.1001.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_Normal.1002.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_Normal.1001.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_BaseColor.1002.png, 4096*4096
JU0L918B0_GrayLangur_BodySkin_BaseColor.1001.png, 4096*4096
JU0L918B0_GrayLangur_BodyHair_BaseColor.1002.png, 4096*4096
JU0L918B0_GrayLangur_BodyHair_BaseColor.1001.png, 4096*4096
JU0L918B0_GrayLangur_Bodydetail_BaseColor.png, 4096*4096
Rigging
With full controllers, including IK/FK switch and facial rigging, it's easier for users to handle. The features are as follows:
CTR_pagina_IK_FK_c.L/R switch IK/FK of the hind legs by X-Location.
CTR_oreleg_IK_Fk_c.L/R switch IK/FK of the forelegs by X-Location.
CTR_root_c has 3 customized attributes:
Head_follow controls whether the head moves following the parent controller;
Neck_follow controls whether the neck moves following the parent controller;
tail_follow controls whether the tail moves following the parent controller.
CTR_blink_c.L/R controls the winkle by Y-Location.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-149
Features
The model is in meter units at real-world scale.
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