This is a high-quality struthio camelus model with multiple 6K body maps and feather maps. Fur is made with feathers and hair for a realistic effect. The model is made with Blender and Cycles renderer at real-world scale.
It consists of 14 objects: body, two lacrimal glands, two eyes, tail feathers, 6 wing feathers, body feathers, neck feathers.
Body: vertices 8,705; polygons 8,651
Lacrimal glands: vertices 418; polygons 360
Eyes: vertices 872; polygons 888
Tail feathers: vertices 1,170; polygons 780
Wing feathers: vertices 34,170; polygons 22,780
Body feathers: vertices 28,020; polygons 18,680
Neck feathers: vertices 24,840; polygons 16,560
There is a Blender project and an OBJ file.
With full controllers manually created with Blender armature system, postures and animations are easier to create. Features are as follows:
CTR_Root controls the entire model.
CTR_Gravity_a controls the center of gravity of the body.
CTR_Neck_a controls the neck with custom attributes.
CTR_Head_a controls the rotation of the head.
CTR_Chin_a controls the opening and closing of the mouth.
CTR_Eyeball_a.L/R controls the rotation of the eyes.
CTR_TailRoll_a/b/c controls the rotation of the tail.
CTR_IK/FK_Neck switches between IK/FK chain of neck.
CTR_IK_FK_Leg_a.L switches between IK/FK chain of legs.
Unlooped running animation at 30 fps, frame range 0-100;
Loopable walking animation at 30 fps, frame range 0-46, the animation of right legs are made by staggering the animation of left legs.
The feathers are made with instance objects in the particle system. It was converted to real models with the original particle system for future modification.
The surface feathers are controlled by a Surface Deform modifier. The feathers on the chest are rigged with skinning. Others are controlled by Bone Parenting.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D softwares such as Maya, 3DsMax, C4D and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those softwares. You can still try exporting the animations using any other methods, including baking and more, at your own risk. We don't provide any technical support on exporting to other softwares than Blender.