Introduction
This is a high-quality three-toed sloth model, including multiple 4K maps, rigging, animation, and fur. The body maps, which are in the UDIM format, and fur maps are made separately to get a more realistic effect. This model is made with Blender at real-world scale and rendered by Cycles renderer.
It consists of 7 objects: Body, 2 eyes, 2 pairs of paws, upper teeth, lower teeth, and a branch of tree.
Polygons
Body: vertices 28,774; polygons 28,720
Eyes: vertices 3,049; polygons 2,976
Paws: vertices 1,812; polygons 1,728
Upper teeth: vertices 4,786; polygons 4,608
Lower teeth: vertices 4,680; polygons 4,528
Total: vertices 43,101; polygons 42,560
Formats
There is a Blender project and an OBJ file.
Textures
ThreeToedSloth_Hair_BaseColor.1001.png, 4096*4096
ThreeToedSloth_Hair_BaseColor.1002.png, 4096*4096
ThreeToedSloth_Skin_BaseColor.1001.png, 4096*4096
ThreeToedSloth_Skin_BaseColor.1002.png, 4096*4096
ThreeToedSloth_Skin_Normal.1001.png, 4096*4096
ThreeToedSloth_Skin_Normal.1002.png, 4096*4096
ThreeToedSloth_Skin_Roughness.1001.png, 4096*4096
ThreeToedSloth_Skin_Roughness.1002.png, 4096*4096
ThreeToedSloth_Skin_Specular.1001.png, 4096*4096
ThreeToedSloth_Skin_Specular.1002.png, 4096*4096
ThreeToedSloth_Eyes_BaseColor.png, 1024*1024
ThreeToedSloth_Eyes_Mask.png, 1024*1024
ThreeToedSloth_Eyes_Normal.png, 1024*1024
ThreeToedSloth_Eyes_SSS.png, 1024*1024
ThreeToedSloth_Hair_Jaw_Mask.png, 1024*1024
ThreeToedSloth_Hair_Neck_Mask01.1001.png, 1024*1024
ThreeToedSloth_Hair_Neck_Mask01.1002.png, 1024*1024
ThreeToedSloth_Hair_Neck_Mask02.1001.png, 1024*1024
ThreeToedSloth_Hair_Neck_Mask02.1002.png, 1024*1024
Rigging
With full controllers, postures and animations are easier to create. Features are as follows:
ROOT_ThreeToedSloth controls the entire character.
ROOT_gravity controls the center of gravity of the body.
ROOT_eye controls the rotation of the eyes.
CTR_eyelid.L and CTR_eyelid.R control blinking eyes.
CTR_tongue a~g control the rotation of the tongue.
CTR_chin_a controls the rotation of the jaw.
ROOT_leg_F.L controls the location of the left forelimb and the rotation of the left front paw.
ROOT_leg_B.L controls the location of the left hindlimb and the rotation of the left back paw.
ROOT_spine_B controls the location and rotation of the hip.
ROLL_tail_a, ROLL_tail_b, and ROLL_tail_c control the rotation of the tail.
ROLL_spine_a~f control the rotation of the waist.
ROLL_neck_a~f control the rotation of the neck.
Facial rigging
Controllers for each toe
Leg IK/FK can be switched by the custom attributes of the foot controllers, which is non-seamless.
Limited stretch control of legs can be switched by the custom attributes of the foot controllers.
Animations
Loopable walking at 30 fps, frame range 1-131
Unlooped watching at 30 fps frame range 1-181
Unlooped eating at 30 fps, frame range 1-171
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
To make the effect more realistic, the rendering time is pretty long because of the large amount of hair. If you want to make the close-up effect more real and beautiful, it’s necessary to pay the price. If it is used in a distant view, the fur can be optimized. Optimization methods:
Decreasing the number of hair children and increasing the thickness of hair.
Hair_ShapeKey_v5.0, a paid hair add-on produced by VFX Grace priced at $35, used to fix the hair intersection while the character is walking. The intersection is fixed, so users can apply the loopable animation directly. If you want this add-on, please send the screenshot of the project to info@vfxgrace.com. When we receive your email, we will offer you the add-on for free.