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Jilguero modelo 3d

por r189
$199
o
Licencia Libre de Derechos
- Todos los usos extendidos
Formatos incluidos
Lightwave 8.5 Default Scanline
3ds Max 2008 Default Scanline
Cinema 4D r13 Default Scanline
OBJ
FBX 2015
FBX 2009
FBX 2017

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3D Modelo Presupuesto
identificación de producto:692688
Publicado:
Geometría:Polygonal Quads/Tris
Poligonos:8,757
Vértices:13,454
Texturas:Yes
Materiales:Yes
Riggeado:Yes
Animado:Yes
Mapeado UV:Yes
UV sin envolver:Mixed
Artista
TurboSquid Miembro desde January 2005
Actualmente vende 160 productos
Logros:
Valoración del producto
4 Calificaciones enviadas
taiyocgroom
Jul 3, 2017
Genki Moriyama
Jul 4, 2018
verygood ?
It is a nice item.
descripción
Goldfinch

Rigged and Animated for:

Rigged and Animated for:
LightWave 8.5 and up
3ds Max 8 and up
MAX 2017 generated FBX
MAX 2009 generated FBX
Lightwave 2015 generated FBX
OBJ - includes base object and all morph target objs

Both models come with several pre-animated scenes to get you started.

The wings are animated using the 3 bones within each. The wings are folded using one of several morph targets.

You can also make adjustments, like spreading the wing tip feathers and spreading the tail using morph targets.

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The main controlling object is the 'ROOT' bone

I have provided several scene files to get you started:

A Base Scene (no animation base pose)

Fly loop
Land and Take Off

The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' respectively. (LightWave)

The feet and legs are controlled by 'LT-FootControl' and 'RT-FootControl' respectively. (Max)

There are 2 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 21 Morph targets. (LightWave)
There are 16 Morph targets. (Max)
There are 21 Morph targets. (C4D)

The 'Mouth' phonemes are controlled by 8 Morph targets:

located when you select the mesh and go to 'Object' => 'Properties' => 'Deform' (LightWave)

located when you select the mesh and go to 'Modify' => 'Morpher' (Max)

But the mouth can be opened and closed with a bone as well.

The wings are controlled by 3 bones each
and have the following Morph positions

Fold-Complete, Fold-Complete1, WingTipsSpread-01, WingTipsSpread-02 (LightWave)

FoldedWing, WingtipSpread01, WingtipSpread02 (Max)

The Tail spread is controlled via Morph target 'TailSpread', the Tail bone controls position and rotation.

The toes are controlled by 12 bones on each foot.

To fold the wings use the morphs noted above.

The eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)

But if you have positioned the wings by moving the bones, AND you try to use morph targets to fold them, you WILL have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your wing bone positions, as or just before you apply the 'Morph' targets.
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The model is made hi resolution by using Sub-Patching of TurboSmooth, so the actual geometry is much less than the rendered geometry.

LightWave
Real Geometry:
13454 vertices
8757 polygons

------------
3ds Max
Real Geometry:
13478 vertices
8757 polygons

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C4D
13463 vertices
8759 polygons


The feathers are geometry so no plug-in are required. This also allows the model to render very quickly, especially when compared to hair type plug-in.

The Maps:
image
bump
transparency
translucency

are RGB or grayscale, 200dpi, 2666px X 2666px
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