VFX Grace - Photorealistic Golden Retriever – Rigged 3D Model with Fur and Animations

Introduction

This is a highly detailed, photorealistic Golden Retriever character featuring complete and anatomically accurate body structures. The character uses 4K textures and includes a complex grooming system created in Blender to achieve realistic fur.

To meet the requirements of cinematic animation production, the character comes with an advanced, high-quality rig and a comprehensive facial control system capable of producing a wide range of expressions.

The character accurately recreates the distinctive appearance and anatomical features of a real Golden Retriever and remains realistic from every viewing angle, making it suitable for a wide variety of film and animation projects.

Four carefully crafted, realistic animations are included, covering common Golden Retriever movements and behaviors: walking, running, trotting, and playing.

The model was created in Blender and rendered using Cycles. It is suitable for professional applications such as documentaries, films, animation, and other visual productions.

360_Preview

Description

The Golden Retriever model consists of the following components: Body, Claws, Eyes, Oral Cavity, Lacrimal Caruncles, Tongue

Polygons

Body: Vertices: 82,934; Polygons: 82,940

Claws: Vertices: 3,600; Polygons: 3,528

Eyes: Vertices: 2,440; Polygons: 2,560

Oral Cavity: Vertices: 19,551; Polygons: 19,384

Lacrimal Caruncles: Vertices: 3,460; Polygons: 3,456

Tongue: Vertices: 4,741; Polygons: 4,672

Total: Vertices: 116,726; Polygons: 116,540

Project Format

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


Size of Maps

JF0O8Z0A_GoldenRetriever_Skin_Specular.1003.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_Specular.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_Specular.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_Normal.1003.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_Normal.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_Normal.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1003.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Skin_BaseColor.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_OralCavity_Normal.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_OralCavity_Normal.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_OralCavity_BaseColor.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_OralCavity_BaseColor.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Hair_Mask.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Hair_Mask.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Hair_BaseColor.1002.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Hair_BaseColor.1001.png, 4096 × 4096

JF0O8Z0A_GoldenRetriever_Eye_Normal.png, 2048 × 2048

JF0O8Z0A_GoldenRetriever_Eye_BaseColor.png, 2048 × 2048

JF0O8Z0A_GoldenRetriever_Claw_Normal.png, 2048 × 2048

JF0O8Z0A_GoldenRetriever_Claw_BaseColor.png, 2048 × 2048

Rigging

The character includes a highly detailed control rig designed to make posing and animation efficient and intuitive.

Global and Center-of-Gravity Controls

CTR_Root controls the entire character.

CTR_gravity, CTR_gravity_M, and CTR_gravity_F are the three center-of-gravity controls for the body.

The CTR_gravity control contains several custom properties:


Head_Follow switches the head follow behavior.

Neck_Follow switches the neck follow behavior.

Shoulder_Follow_L and Shoulder_Follow_R determine whether the left and right shoulders follow the rotation of the front spine.

Tail_Follow switches the follow behavior of the tail’s FK controls.

Tail_IKFK switches the tail between IK and FK modes.

Tail_IK_Loc_Follow switches the positional follow behavior of the tail in IK mode.

Spine Controls

CTR_spine_f

CTR_spine_m

CTR_Spine_B

These controls operate the front, middle, and rear sections of the spine.


Tail Controls

Tail FK controls include:


CTR_FK_tail_c

CTR_FK_tail_d

CTR_FK_tail_e

CTR_FK_tail_f

And additional FK controls

Tail IK controls include:


CTR_IK_tail_a

CTR_IK_tail_b

CTR_IK_tail_c

CTR_IK_tail_d

Neck and Head Controls

CTR_neck_a and CTR_neck_b control the neck.

CTR_head controls the head.

CTR_eye.L, CTR_eye.R, and CTR_eye control the eyes.

CTR_jaw_master controls the lower jaw.

CTR_blink.L and CTR_blink.R control the left and right eyelids.

Leg Controls

CTR_setting_Leg_B.L and CTR_setting_Leg_B.R are the custom property controls for the hind legs.


Their properties include:


Leg_IKFK switches the hind legs between IK and FK modes.

Leg_IK_Stretch determines whether the hind legs can stretch in IK mode.

CTR_setting_Leg_F.L and CTR_setting_Leg_F.R are the custom property controls for the front legs.


Their properties include:


Leg_IKFK switches the front legs between IK and FK modes.

Leg_IK_Stretch determines whether the front legs can stretch in IK mode.

IK_Chain Length switches the front-leg IK chain length between two and three bones.

The limb IK controls are:


CTR_Foot_F.L

CTR_Foot_F.R

CTR_Foot_B.L

CTR_Foot_B.R

Toe and Paw Controls

The detailed toe controls are:


CTR_Toe_F_motion.L

CTR_Toe_F_motion.R

CTR_Toe_B_motion.L

CTR_Toe_B_motion.R

Their functions include:


X-axis rotation controls toe rotation.

Z-axis rotation controls the spreading and closing of the toes.

Y-axis translation creates a toe-push or weight-bearing pose.

Z-axis translation creates a compressed paw-pad effect.

Additional detailed paw controls are also included. Each toe has its own FK control, and the paws include reverse-rotation controls that are especially useful during animation.


The limbs, abdomen, and spine contain additional secondary controls for more precise deformation and posing.


The face includes a comprehensive set of controls capable of producing a wide range of facial expressions.


Additional controls and functions are also included.

Animations

Play: 30 fps, Frames 0–150, Non-looping

Run: 30 fps, Frames 0–150, Looping

Trot: 30 fps, Frames 0–160, Looping

Walk: 30 fps, Frames 0–168, Looping

Features

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

To run faster, the hair is hidden with Render enabled. You can enable display if necessary.

Except for the above instructions, the model can be directly rendered.