This is a baby assaf sheep model with 4K PBR textures, fur, rigging and animation. It has very detailed muscle structures, and the oral cavity is applied with 4K maps and plenty of details. The skin maps and hair maps are made separately for some realism, and the model supports close shot and close-up. There is a facial animation of eating grass and a fine facial controller with another four animations. The model is made with Cycles renderer.
The model consists of 12 objects: Body, genitals, lacrimal glands, lower oral cavity, upper oral cavity, irises, sclerae, lacrimal caruncles, tongue, lower teeth, upper teeth, umbilical cord.
Body: vertices 36,868; polygons 36,866
Genitals: vertices 49; polygons 44
Lacrimal glands: vertices 780; polygons 776
Lower oral cavity: vertices 6,485; polygons 6,372
Upper oral cavity: vertices 12,113; polygons 12,006
Irises: vertices 2,372; polygons 2,400
Sclerae: vertices 1,572; polygons 1,600
Lacrimal caruncles: vertices 1,316; polygons 1,312
Tongue: vertices 6,058; polygons 6,056
Lower teeth: vertices 22,430; polygons 22,032
Upper teeth: vertices 34,424; polygons 33,928
Umbilical cord: vertices 749; polygons 736
Total: vertices 125,216; polygons 124,128
There is a Blender project and an OBJ file.
With full controllers, postures and animations are easier to create, the features are as follows:
Root controls the entire model.
CTR_gravity_b, CTR_gravity_m and CTR_gravity_f control the torso.
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 the custom attribute Tail_Follow that controls whether the tail moves following the buttock.
CTR_Neck comes with customized attributes Head_Follow and Neck_Follow, Neck_IK/FK.
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 control the IK/FK switch of the hind legs by the customized attribute IK-FK, which is non-seamless; and controls the stretch limit of legs by Leg-Stretch.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R control the IK/FK switch of the forelegs by the customized attribute IK-FK, which is non-seamless, and controls the stretch limit of legs by Leg-Stretch. Knee_shake is used to remove the knee jitter during animation.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the flexion and extension of toes.
eye.L, eye.R and eyes control the movements of the eyes.
eye.L.001 and eye.R.001 control winkle.
There are some fine facial controllers used to create facial expressions.
Loopable walking animation at 30 fps, frame range 0-22
Unlooped watching animation at 30 fps, frame range 0-223
Unlooped playing animation at 30 fps, frame range 0-180
To obtain finer hair detail, the hair addon, Hair_Clump, was applied to this model. The attached addon supports Blender 2.93.
To run faster, the fur is toggled to Render and with Display disabled. You can enable the Display if needed.
If this high resolution is not necessary, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of interpolated spine.
The model can be rendered in the current project without any other adjustment.