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建築乗り物キャラクター航空機家具エレクトロニクス動物たち植物兵器スポーツのフード解剖学
ブックマーク済み
ブックマークを削除しました

トルコ文字 3Dモデル

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StJohn3D

仕様

  • ジオメトリpolygonal_quads/tris
  • 多角形3,532
  • 頂点4,841
  • テクスチャYes
  • 堅いYes
  • アニメ化No
  • 3Dプリント可能No
  • ゲームレディ(低ポリ)No
  • UVマップYes
  • ラップされていないUVoverlapping

フォーマットとファイル

1 MB

FeathersTexture.ai

FeathersTexture-01.png

Turkey_Character_HighPoly.mtl

Turkey_Character_LowPoly.mtl
Blender
(.blend)
7 MB

Turkey_Character.blend
FBX
(.fbx)

Turkey_Character_Experimental.fbx
OBJ
(.obj)
8 MB

Turkey_Character_HighPoly.obj
OBJ
(.obj)

Turkey_Character_LowPoly.obj
FBX
(.fbx)

Turkey_Character_NonExperimental.fbx

説明

This turkey character is rigged in Blender and takes full advantage of Blender's modifier stack and B-bones. The legs can be animated in both IK and FK, with sliders for easily blending between the two. When first opening the .blend file there is a README note with more details about how to use the rig. The scene is neatly organized into groups for quick selections. There are also convenient custom properties on the main rig (In Object Mode) for quickly toggling the display of various mesh detail. By default most are turned off for faster view-port animation playback. But if you have a faster machine feel free to crank up the detail. These do not need to be on for rendering. The render will use the full detail while your view-port display is adjustable. NOTE: You might need to click "Reload Trusted" at the top when first opening the blend file to enable the rig's python expressions Blender is free to use for any purpose. Check it out it's awesome! (I've worked with maya professionally for 4 years and I would choose Blender over maya any day) Low and High Poly OBJ Models with separated mesh groups are included. Blender FBX export (Both experimental and non-experimental) are also included. Please note that this character was primarily designed for film. It uses arrays, lattice deformers, and particles for the small body feathers. While the fbx files are low-poly, the rig will not be 100% ready. The tail feathers might need to be re-parented to the tailbone. If you want to use this in a game, the face expression controls will need to be weight painted to the geometry (The main rig is wait-painted to the verts, but the expression controls for angry happy sad etc are wait painted to a lattice deformer that won't port over in the FBX rig. Lastly since the small feathers are particles in blender, you will need to create your own particle systems in maya, max, or add a texture for games.
Mar 14, 2018 追加日
Aug 05, 2021 最後の更新

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