Cattle Cow Animated | Vfx Grace

Cattle Cow Animated | Vfx Grace

Cattle Cow Animated | Vfx Grace

Introduction

This is a cattle model with multiple 4K UDIM maps, fur, rigging and 4 animations. The rigging comes with a preset of masticating animation and detailed facial controllers. The model is made with Blender and Cycles renderer at real-world scale.

It consists of body, eyes, horns, oral cavity, lacrimal glands, teeth, tongue.

Polygons

Body: vertices 29,542; polygons 29,460

Eyes:vertices 2,186; polygons 2,304

Horns: vertices 664; polygons 660

Oral cavity: vertices 1,801; polygons 1,797

Lacrimal glands: vertices 172; polygons 168

Teeth: vertices 3,520; polygons 3,456

Tongue: vertices 642; polygons 640

Total: vertices 38,527; polygons 38,485

Formats

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

Textures

JU0L419A0_YellowCattle_Eye_BaseColor.png, 4096*4096

JU0L419A0_YellowCattle_Eye_Mask.png, 4096*4096

JU0L419A0_YellowCattle_Eye_Normal.png, 4096*4096

JU0L419A0_YellowCattle_Eye_Roughness.png, 4096*4096

JU0L419A0_YellowCattle_Eye_Specular.png, 4096*4096

JU0L419A0_YellowCattle_Hair_BaseColor.1001.png, 4096*4096

JU0L419A0_YellowCattle_Hair_BaseColor.1002.png, 4096*4096

JU0L419A0_YellowCattle_Hair_Cavity.1001.png, 4096*4096

JU0L419A0_YellowCattle_Hair_Cavity.1002.png, 4096*4096

JU0L419A0_YellowCattle_OralCavity_BaseColor.png, 4096*4096

JU0L419A0_YellowCattle_OralCavity_Normal.png, 4096*4096

JU0L419A0_YellowCattle_OralCavity_Specular.png, 4096*4096

JU0L419A0_YellowCattle_OralCavity_SubsurfaceColor.png, 4096*4096

JU0L419A0_YellowCattle_OralCavity_SubsurfaceRadius.png, 4096*4096

JU0L419A0_YellowCattle_Skin_BaseColor.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_BaseColor.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Normal.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Normal.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Roughness.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Roughness.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Specular.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_Specular.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceAmount.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceAmount.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceColor.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceColor.1002.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceRadius.1001.png, 4096*4096

JU0L419A0_YellowCattle_Skin_SubsurfaceRadius.1002.png, 4096*4096

Rigging

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

Root, Root01 and Root02 control the entire model.

CTR_gravity_b, CTR_gravity_m and CTR_gravity_f control the center of gravity of the body.

CTR_Spine_B controls the latter spine; CTR_spine_m controls the middle spine; CTR_spine_f controls the former spine; CTR_Neck_a controls the root of the neck; CTR_Neck_c controls the head.

CTR_Tail comes with a customized attribute: Tail_Follow controls whether the tail rotates following the parent controller.

CTR_Neck comes with multiple customized attributes:

Head_Follow and Neck_Follow control whether the neck and head rotates following the parent controllers, Head_Follow only works when Neck_Follow is set to 1;

Neck_IKFK controls the non-seamless switch of IK/FK of the neck.

CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are IK controllers of the limbs.

CTR_Leg_B_Other.L and CTR_Leg_B_Other.R come with 2 customized attributes: IK-FK controls the non-seamless switch of IK/FK of the hind legs; Leg-Stretch controls the stretch limit of the legs in IK mode.

CTR_Leg_F_Other.L and CTR_Leg_F_Other.R come with 3 customized attributes: IK%FK controls the non-seamless switch of IK/FK of the forelegs; Leg-stretch controls the stretch limit of the legs in IK mode; knee_shake removes the knee jitter during animation.

CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the extension and flexion of the toes.

eye.L, eye.R and eyes control the eyes.

eye.L.001 and eye.R.001 control the winkle.

jaw_master controls the jaw.

CTR_masticate controls the mastication by Location.

Fine facial controllers support detailed expressions creation.

The body has more finer controllers which help create subtle animations.

And more...

https://www.vfxgrace.com/product/6071/




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