Introduction
This is a high-quality silverback gorilla model with multiple 4K UDIM maps, fur, riggings and 5 realistic animations. It comes with a complex hair system created in Blender3.4 and realistic muscle structure. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, lens, pupils, upper teeth, lower teeth, and oral cavity.
Polygons
Body: vertices 36,759; polygons 36,634
Lens: vertices 964; polygons 1,024
Pupils: vertices 964; polygons 1,024
Upper teeth: vertices 8,720; polygons 8,688
Lower teeth: vertices 8,016; polygons 7,984
Oral cavity: vertices 24,129; polygons 23,920
Total: vertices 79,552; polygons 79,274
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JF0N2N0R_SilverbackGorilla_Tooth_U_Normal.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Tooth_U_BaseColor.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Tooth_D_Normal.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Tooth_D_BaseColor.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_SSS_1002.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_SSS_1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_Normal_1002.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_Normal_1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_BaseColor_1002.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_OralCavity_BaseColor_1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Eye_Normal.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Eye_BaseColor.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_Specular.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_Normal.1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_Mask.1002.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_Mask.1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_BaseColor.1002.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Body_BaseColor.1001.png, 4096 *4096
JF0N2N0R_SilverbackGorilla_Hair_BaseColor_A.1002.png, 2048 *2048
JF0N2N0R_SilverbackGorilla_Hair_BaseColor_A.1001.png, 2048 *2048
JF0N2N0R_SilverbackGorilla_Hair_BaseColor.1002.png, 2048 *2048
JF0N2N0R_SilverbackGorilla_Hair_BaseColor.1001.png, 2048 *2048
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_root controls the entire model.
CTR_gravity controls the center of gravity. It comes with two customized attributes:
head_follow controls whether the head follows;
neck_follow controls whether the neck follows.
CTR_spine_a controls the rear spine.
CTR_spine_b controls the middle spine.
CTR_spine_c and CTR_spine_c.001 control the front spine.
CTR_FK_neck_a, CTR_IK_neck_a, CTR_IK_neck_b and CTR_IK_neck_c control the neck.
CTR_head controls the head.
CTR_IK_root_foot_F.L and CTR_IK_root_foot_F.R are IK controllers of the forelegs.
CTR_setting_F.L and CTR_setting_F.R come with multiple customized attributes:
FK_follow controls whether the forelegs rotates following the body in FK mode;
IK_FK switches between IK/FK of the forelegs;
IK_parent controls whether the forelegs moves following the movement of the center of gravity;
IK_stretch controls whether the legs can be stretched.
CTR_IK_root_foot_B.L and CTR_IK_root_foot_B.R are IK controllers of the hind legs.
CTR_setting_B.L and CTR_setting_B.R come with multiple customized attributes
IK_FK switches between IK/FK of the forelegs;
IK_stretch controls whether the legs can be stretched.
CTR_IK_Roll_foot_F.L, CTR_IK_Roll_foot_F.R, CTR_IK_Roll_foot_B.L and CTR_IK_Roll_foot_B.R control the rotation of the feet around this controller by changing its location.
CTR_jaw_a controls the jaw.
CTR_lip_U controls the upper lip.
CTR_lip_D controls the lower lip.
CTR_root_eyeball, CTR_eyeball.L and CTR_eyeball.R control the eyes.
There are complex facial controllers for creating plenty of facial expressions, and more assistant body controllers.
And more ...
Animation
Unlooped watching animation at 30 fps, frame range 0-279
Loopable running animation at 30 fps, frame range 0-13
Unlooped running animation at 30 fps, frame range 0-153
Loopable walking animation at 30 fps, frame range 0-125
Unlooped BeatChest animation at 30 fps, frame range 0-240
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 directly.