Introduction
This is a high-quality red hen model with 4K PBR maps, rigging and three animations. The body feathers are made as facets to speed up the rendering and make operations smooth. The rigging follows real bones. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, nails, lacrimal glands, pupils, corneas, third eyelids, tongue, feathers.
RedHen_OtherObjects_grp contains empty objects without textures or maps, which are neither rendered nor included in the FBX file.
Polygons
Body: vertices 15,757; polygons 15,728
Nails: vertices 1,064; polygons 992
Lacrimal glands: vertices 2,634; polygons 2,528
Pupils: vertices 1,348; polygons 1,408
Corneas: vertices 964; polygons 1,024
Third eyelids: vertices 1,028; polygons 1,088
Tongue: vertices 246; polygons 236
Feathers: vertices 348,928; polygons 214,810
Total: vertices 371,969; polygons 237,814
Formats
There is a Blender project and an FBX file without rigging or animation.
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_root controls the entire model.
ctr_spine._b.002 comes with a customized attribute Follow_Hip which controls whether the tail rotates following it.
CTR_head is the IK controller of the head, and its customized attribute Neck_IK-Stretch controls whether the neck can be stretched in IK mode; Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_EyeMembrane.L and CTR_EyeMembrane.R control the third eyelids.
CTR_blink.L and CTR_blink.R control the winkle.
And more...
Animations
Unlooped LookAround animation at 30 fps, frame range 0-400
Unlooped pecking animation at 30 fps, frame range 0-300
Unlooped walking animation at 30 fps, frame range 0-430
Features
To get a nice effect, the settings below are required for such thick feathers:
1. Set Total under Light Paths to 12;
2. Set Transparency under Light Paths to 40;
3. Set Transmission under Light Paths to 12;
The model is in meter units at real-world scale.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
The model can be rendered in the current project, without any other adjustment.