Introduction
This is a sparrow model with textures, realistic feathers and fur, very fine rigging, and animations. It's made with Blender and Cycles renderer.
It consists of the body, pupils*2, third eyelids*2, sclerae*2, tongue, feathers.
Polygons
Body: vertices 25,170; polygons 25,136
Pupils*2: vertices 610; polygons 640
Third eyelids*2: vertices 193; polygons 192
Sclerae*2: vertices 482; polygons 512
Tongue: vertices 186; polygons 184
Feathers: vertices 9,819; polygons 6,772
Total: vertices 37,745; polygons 34,780
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
JF0L913A4_Sparrow_Body_BigFeather_D_BaseColor.png, 6144*6144
JF0L913A4_Sparrow_Body_BigFeather_U_BaseColor.png, 6144*6144
JF0L913A4_Sparrow_Body_BigFeather_U_BK_Height.png, 6144*6144
JF0L913A4_Sparrow_Body_BigFeather_U_BK_Normal.png, 6144*6144
JF0L913A4_Sparrow_Body_BigFeather_U_BK_Roughness.png, 6144*6144
JF0L913A4_Sparrow_Body_Displacement.1001.png, 6144*6144
JF0L913A4_Sparrow_Body_Displacement.1002.png, 6144*6144
JF0L913A4_Sparrow_Body_Feather_BaseColor.png, 4096*4096
JF0L913A4_Sparrow_Body_Hair_BaseColor.1001.png, 6144*6144
JF0L913A4_Sparrow_Body_Hair_BaseColor.1002.png, 6144*6144
JF0L913A4_Sparrow_Body_Normal.1001.png, 6144*6144
JF0L913A4_Sparrow_Body_Normal.1002.png, 6144*6144
JF0L913A4_Sparrow_Body_Skin_BaseColor.1001.png, 6144*6144
JF0L913A4_Sparrow_Body_Skin_BaseColor.1002.png, 6144*6144
JF0L913A4_Sparrow_Body_SmallFeather_D_BaseColor.png, 8192*8192
JF0L913A4_Sparrow_Body_SmallFeather_U_BaseColor.png, 8192*8192
JF0L913A4_Sparrow_Body_SmallFeather_U_BK_Height.png, 8192*8192
JF0L913A4_Sparrow_Body_SmallFeather_U_BK_Normal.png, 8192*8192
JF0L913A4_Sparrow_Body_SmallFeather_U_BK_Roughness.png, 8192*8192
JF0L913A4_Sparrow_Body_Specular.1001.png, 6144*6144
JF0L913A4_Sparrow_Body_Specular.1002.png, 6144*6144
JF0L913A4_Sparrow_Eye_BaseColor.png, 4096*4096
JF0L913A4_Sparrow_ShoulderFeacher_BaseColor.png, 2048*2048
JF0L913A4_Sparrow_Tongue_BaseColor.png, 2048*2048
Rigging
With fine controllers, the postures and animations are easier to create. The features are as follows:
CTR_root controls the entire model.
CTR_sping_root and CTR_sping_root.001 control the former and latter center of gravity of the body.
CTR_sping_roll_B.001 and CTR_sping_roll_B.002 control the latter part of the body.
CTR_sping_roll_F.001 and CTR_sping_roll_F.002 control the former part of the body.
CTR_neck_roll controls the root of the neck, and its customized attribute Neck_Follow controls whether the neck moves following CTR_sping_roll_F.002.
CTR_breath controls the breath of the body.
CTR_head_stretch.001 controls the head, and its customized attribute ThirdEyelid_Rotation controls winkle.
CTR_IK_shin.L and CTR_IK_shin.R are IK controllers of the legs, and its customized attribute IK_FK controls the non-seamless IK/FK switch of the legs.
CTR_wing.L and CTR_wing.R fold the wings fast by the Location.
CTR_tailfeather controls folds tail feathers by the location.
Fine rigging makes it possible to control every feather, and fold/unfold and bend wings conveniently.
And more...
Animations
Loopable flying animation at 30 fps, frame range 0-6
Unlooped landing animation at 30 fps, frame range 0-210
Unlooped watching animation at 30 fps, frame range 0-150
Unlooped TakeOff animation at 30 fps, frame range 0-210
Unlooped tweeting animation at 30 fps, frame range 0-141
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.