Introduction
This is a baby emperor penguin model with 4K UDIM maps, fur, rigging a the winkle preset, and two realistic animations. The skin maps and fur maps are made separately for better result. The model is made with Blender and Cycles renderer at real-world scale.
It consists of body, irises, black sclerae, sclerae, teeth, tongue and feathers.
Polygons
Body: vertices 8,194; polygons ; 8,178
Irises: vertices 1,284; polygons ; 1,344
Black sclerae: vertices 1,668; polygons ; 1,728
Sclerae: vertices 964; polygons ; 1,024
Teeth: vertices 23,052; polygons ; 21,696
Tongue: vertices 3,760; polygons ; 3,748
Feathers: vertices 1,183; polygons ; 936
Total: vertices 40,105; polygons ; 38,654
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0LA12A8_EmperorPenguinBaby_BodyHair_BaseColor.1001.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodyHair_BaseColor.1002.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_BaseColor.1001.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_BaseColor.1002.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Normal.1001.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Normal.1002.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Roughness.1001.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Roughness.1002.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Specular.1001.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Specular.1002.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_SubsurfaceColor.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_Pupil_BaseColor.png, 1024*1024
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Alpha.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_BaseColor.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Normal.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Roughness.png, 4096*4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Specular.png, 4096*4096
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_Root controls the entire model, and its customized attribute Down_Left_Foot_IK_FK and Down_Right_Foot_IK_FK controls the non-seamless switch of the IK/FK of the legs.
Up_Left_Wing_IK_FK and Up_Right_Wing_IK_FK switch the IK/FK of the wings, which is non-seamless.
CTR_Body_U controls the movement of the upper body, and its customized attribute Neck_Follow/No Follow controls whether the neck moves following the parent controller.
CTR_Neck controls the movement of the neck, and its customized attribute Head Follow/No Follow controls whether the head moves following the parent controller.
CTR_Eye_Blink.L and CTR_Eye_Blink.R control the winkle.
The toes and feather of the tail come with finer controllers which control more subtle details.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-26
Unlooped sleeping animation at 30 fps, frame range 0-290
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden with Render enabled.
The model can be rendered in the current project without cleaning up.
No lights or cameras.
The rendering time is relatively long because of a large amount of hair. If used in the background, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.