Akita Dog Animated | VFX Grace


Introduction

This Akita dog model has multiple 4K UDIM maps, fur, rigging and 6 animations, as well as a real oral cavity model. The fur maps and skin maps are made separately to get a more realistic effect. The rigging comes with common expressions presets, including opening mouth, winkle, etc. The model is made with Blender and Cycles at real-world scale. It consists of 5 objects: Body, eyes, upper teeth, lower teeth, toes.


Polygons

Body: vertices 88,930; polygons 88,922

Eyes: vertices 3,068; polygons 3,124

Upper teeth: vertices 21,788; polygons 21,752

Lower teeth: vertices 22,840; polygons 22,800

Toes: vertices 3,076; polygons 3,072

Total: vertices 139,702; polygons 139,670


Formats

There is a Blender project and an OBJ file without rigging or animation.


Textures

JF0LA25A1_AkitaDog_BodyParts_BaseColor.png, 4096*4096

JF0LA25A1_AkitaDog_Hair_BaseColor.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Hair_BaseColor.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Hair_BaseColor.1003.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_BaseColor.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_BaseColor.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_BaseColor.1003.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_BaseColor.1004.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Normal.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Normal.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Normal.1003.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Roughness.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Roughness.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Roughness.1003.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Specular.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Specular.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_Specular.1003.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1001.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1002.png, 4096*4096

JF0LA25A1_AkitaDog_Skin_SubsurfaceAmount.1003.png, 4096*4096


Rigging

With full controllers, the postures and animations are easier to create. The features are as follows:

CTR_Root controls the entire model.

CTR_gravity_b comes with the customized attributes: Tail_follow controls whether the tail rotates following the body; Tail_IKFK controls the non-seamless switch of IK/FK of the tail.

CTR_spine_f controls whether the shoulders rotate following the body by the customized attribute Shoulder_Follow_L.

CTR_neck comes with the customized attributes Head_Follow that controls whether the head rotates following the parent controller; Neck_Follow controls whether the neck rotates following the parent controller; when rotating the controller of the center of the gravity, Head_Follow only works when Neck_Follow is set to 1, Neck_IKFK controls the non-seamless switch of IK/FK of the neck.

CTR_Foot_F.L/R is the IK controller of the forepaw, and the customized attribute L/R_F_IK_FK controls the non-seamless switch of leg IK/FK, and Leg_stretch controls whether the leg can be stretched in IK mode; Wrist_IK: when set to 2, there are two pieces of bones, and the wrist doesn't rotate following the IK controllers; when set to 3, there are three pieces of bones, and the wrist rotates following the IK controller.

CTR_Foot_B.L/R are the IK controllers of the forepaw, and with 2 customized attributes:

L/R_B_IK_FK control the non-seamless switch of leg IK/FK;

Leg_stretch controls whether the leg can be stretched in IK mode.

CTR_Toe_F_motion.L/R, CTR_Toe_B_motion.L/R are the controllers of the limbs and toes. 

Y Location controls the force and relaxation of the toes, 

Z Location controls the squeeze of the foot pad. 

X Rotate controls the bending of the toes, 

Z Rotate controls the opening and closing of the toes.

CTR_eye.L/R.002 controls the blink.

CTR_NoseWrinkle controls the wrinkle of the nose.

CTR_Gape controls the animation mouth opening.

There are fine facial and tongue controllers for detailed facial expressions creation.

And more.


Animations

Loopable walking animation at 30 fps, Frame range 0-240

Loopable trotting animation at 30 fps, Frame range 0-160

Loopable running animation at 30 fps, Frame range 0-30

Unlooped lying animation at 30 fps, Frame range 0-300

Unlooped sitting animation at 30 fps, Frame range 0-330

Unlooped smelling animation at 30 fps, Frame range 0-295


Features

The model is in meter units at real-world scale.

To run faster, the fur is hidden, and with Render enabled.

If this high resolution is not necessary, here are some optimization methods:

Decrease the number of hair children, and increase the thickness of hair

Decrease the steps of the Interpolated spine.


Follow Us

https://www.youtube.com/c/VFXGrace

https://www.facebook.com/VFXGraceStudio

https://www.instagram.com/vfx.grace/ 

Release Notes

Added license options.

Individual License
$400
License: Custom EULA

This seller has created their own End User License Agreement. Please take a moment to read over the custom terms and conditions.

Click here to read the custom EULA
💠individual with annual revenue ≤ $150,000; 💠May not be shared with any individual or entity. Read MoreRead Less
Files (3)
JF0LA25A1_AkitaDog_Blender
zip /
210 MB
JF0LA25A1_AkitaDog_obj
zip /
4.8 MB
JF0LA25A1_AkitaDog_textures
zip /
150 MB
Startup License
$1200
License: Custom EULA

This seller has created their own End User License Agreement. Please take a moment to read over the custom terms and conditions.

Click here to read the custom EULA
💠Available to everyone within the entity; 💠May not be shared with any other individual or entity; 💠This license is only valid if the entity's annual revenue does not exceed $2 million; 💠If the entity's annual revenue exceeds $2 million, please contact us to purchase the corresponding license. Read MoreRead Less
Files (3)
JF0LA25A1_AkitaDog_Blender
zip /
210 MB
JF0LA25A1_AkitaDog_obj
zip /
4.8 MB
JF0LA25A1_AkitaDog_textures
zip /
150 MB