Description
It consists of the body, eyelids * 2, tongue, nails * 4, sclerae * 2, irises * 2, teeth.
Polygons
Body: vertices: 38,629; polygons: 38,558
Eyelids: vertices: 576; polygons: 512
Tongue: vertices: 5,416; polygons: 5,350
Nails: vertices: 6,032; polygons: 5,888
Sclerae: vertices: 1,092; polygons: 1,152
Irises: vertices: 1,476; polygons: 1,536
Teeth: vertices: 14,712; polygons: 14,656
Total: vertices: 67,933; polygons: 67,652
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0P4G0A_BengalTiger_Tooth_Normal.png, 4096* 4096
JW0P4G0A_BengalTiger_Tooth_BaseColor.png, 2048* 2048
JW0P4G0A_BengalTiger_Hair_BaseColor.1002.png, 4096* 4096
JW0P4G0A_BengalTiger_Hair_BaseColor.1001.png, 4096* 4096
JW0P4G0A_BengalTiger_Eye_BaseColor.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Specular.1003.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Specular.1002.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Specular.1001.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Normal.1003.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Normal.1002.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_Normal.1001.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_BaseColor.1003.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_BaseColor.1002.png, 4096* 4096
JW0P4G0A_BengalTiger_Body_BaseColor.1001.png, 4096* 4096
JW0P4G0A_BengalTiger_Hair_ID.jpg, 4096* 4096
Rigging
With detailed controllers, it's easier to create postures and animations, the features are as follows:
CTR_root controls the entire model.
MCH_spine_a.003 and CTR_gravity control the center of gravity of the body.
CTR_spine_rool_a, CTR_spine_roll_a, CTR_spine_roll_b, CTR_spine_roll_c and CTR_spine_roll_d are FK controllers of body.
CTR_spine_stretch_B is the controller of the rear spine; its customized attribute—TailFollow/NOFollow_ROTA controls whether the tail follows the body rotation.
CTR_spine_F is the controller of the front spine; its customized attribute—NeckFollow/NOFollow_ROTA controls whether the neck follows the body rotation.
CTR_spine_stretch_M is the controller of the middle spine.
CTR_neck_rool_a.001, CTR_neck_rool_a, CTR_neck_rool_b and CTR_neck_rool_c control the neck.
CTR_head controls the head; its customized attribute—HeadFollow/NOFollow_ROTA controls whether the head follows the parent controller's rotation.CTR_chin_a and CTR_chin_b control the lower jaw.
CTR_eyeball.rool, CTR_eyeball.001.L, CTR_eyeball.001.R, CTR_eyeball.L and CTR_eyeball.R control the movement of eyes.
CTR_Eyelid_U.008.L, CTR_Eyelid_U.009.L, CTR_Eyelid_U.008.R and CTR_Eyelid_U.009.R control the movement of eyelids.
CTR_scapular.001.L, CTR_scapular.001.R, CTR_hip.L and CTR_hip.R control the shoulders and hip bone.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are the IK controllers of the limbs.
CTR_Paw oac_F.L, CTR_Paw oac_F.R, CTR_Paw oac_B.L and CTR_Paw oac
Animations
Loopable running animation at 30 fps, Frame range 0-12
Unlooped lying animation at 30 fps, Frame range 0-230
Loopable walking animation at 30 fps, Frame range 0-270
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
Except for the above instructions, the model can be directly rendered in the project.