蜜蜂

$4

标准许可证 | 升级许可证
格式 (2)
Native | Blender 2.80 | Cycles Render 2.80
OBJ
规格
发布日期 September 19, 2020
产品 ID 1622834
多边形 32,934
顶点 33,001
细分
纹理
材料
UV 映射
不重叠的展开 UV
索具
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Ralphiex
44 产品 | Contributor 自从 2019
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描述

3D Model of the honey bee like insect.

Model was made using Blender 2.80.

The anatomy of the creature is made enitrely on the base of the anatomy of the honey bee. The colors of the insect is also based on the honey bee/wasp color scheme.

The diffuse/base color texture is 8192x8192 resolution and it is hand painted using brushes in the Blender. The model is UV mapped without overlapping UVs. The UVs are already carefuly checked and all are clean and are not overlapping each other. The mesh was carefully divided into few section by using seams. The materials of the skin/eyes/wings membrane are different and separated from each other. They are using base colors from the UV mapped base RGB diffuse 8192x8192 map. The bumpinness of the skin of the body, eyes nad wings membrane has been defined by using procedually generated separated voronol textures. The roughness of these materials was set using slider with different values for different parts of the body. The transparency of the wings membrane was defined by using transmission factor from the pirncipaled BDSF shader.

The mesh is designed for the easy subdivison as presented on the provided images of the mesh. It scales very well with the subdivision modifier.

Model is rigged, the skeleton is properly placed and designed, and each bone has properly attached weight values included in the vertex groups which define movement range of the parts of the mesh.

The whole hair system is defined by the particle systems, the density of the particles is defined by separated vertex weight groups painted on the model, so the hair appear only on the areas normally characteristic for the honey bee. The rendered hair are rendered as the objects and there are three separate types of hair objects which are used in the model. The hair objects are tapered at the end so the cross section is not constant.

For adding some color shadiness of the body and some other parts of the mesh the subsurface factors have been used.

The base mesh is 32934 polygons (quads) and 33001 vertices, at the subdivision level 5 (which was used for the presentation rendered images) the mesh become

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  • 可转让的模型权利
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  • 可转让的模型权利
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