Dolfijn opgetuigd 3d model
1
Royalty-vrije LicentieAlle uitgebreide toepassingen
Eenvoudig rendement
Beste prijsgarantie
Werkt uit de doos
bestek
- Geometriepolygonal_quads only
- polygonen10,642
- hoekpunten11,339
- texturesYes
- opgetuigdYes
- AnimatedNo
- Geschikt voor 3D-afdrukNo
- Game Ready (laag poly)No
- UV-gemappedYes
- Onverpakte UV'snon-overlapping
Omschrijving
A high quality polygon model of a bottlenose dolphin (Tursoips truncatus) rigged and ready for animation. It is textured with 4096 x 4096 textures for color and normal map. There is a choice between textures for a lightly scarred skin and textures for an untouched, blemish free skin. The scene is set up in centimeters, and upon opening the dolphin has a total length of 260 centimeters, but the whole rig can be scaled to any size.
In the DolphinRiggedMaya folder you will find three files:
''DolphinSimple'' holds a dolphin model with deformation joints. There is no further animation rig on this dolphin. This is basically the same as the FBX file, but it does have all the shaders.
"DolphinHeroPose" allows you to render the opening image.
''DolphinRigged'' holds the dolphin fully rigged. With blendshapes for deformation corrections and controls for eye blinks and opening and closing of the blow hole. To understand the rig you must realize that the deformation joints are driven by four drivers independently layered on top of each other.
1: Motion path animation for a smooth trajectory through the water
2: Swim cycle animation for an endulating swimming motion
3: Final FK animation for poses, jaw and eyes control
4: Dynamics for floppy fins.
There are two different skin shaders. ''DolphinSkinMat'' is an SSS shader for use under water. The reflections on a wet dolphin's skin reflect from the surface of the water film. Under water, there is no such film surface, and therefore the skin will be very matt with very little specularity. ''DolphinWetSkinMat'' is a layered shader for use out of water. The ''DolphinScale'' attribute on the ''DolphinControl'' curve also scales the SSS radius attributes in the algorithm control of the SSS shader.
In the DolphinBlendshape_Layer you will find 2 extra blendshapes that you can work with and control through the blendshape editor.
Sep 13, 2020
Datum toegevoegd
Jan 31, 2022
laatste update
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