Additional Services
If you purchase our models, we provide the following customization services at a reasonable fee, allowing you to access our team of top-notch artists for exclusive customizations. Let our extensive years of creative experience enhance your ideas and make your work even more captivating.
+$200-900:Customize a character animation for less than 4 seconds.
+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers, and animations.
Introduction
This realistic spider (pholcus) model is with 12 pieces of 4K maps, rigging, animations and hair. It's made with Blender and Cycles renderer at real-world scale.
The model consists of 3 objects: Body, eyeballs, pupils.
Polygons
Body: vertices 42,930; polygons 42,910
Eyeballs: vertices 3,200; polygons 3,284
Pupils: vertices 2,892; polygons 3,072
Total: vertices 49,022; polygons 49,266
Formats
There is a Blender project and an OBJ file without animation.
Textures
JU0L711A1_Spider_Body_BaseColor.1001.png, 4096*4096
JU0L711A1_Spider_Body_BaseColor.1002.png, 4096*4096
JU0L711A1_Spider_Body_Normal.1001.png, 4096*4096
JU0L711A1_Spider_Body_Normal.1002.png, 4096*4096
JU0L711A1_Spider_Body_Roughness.1001.png, 4096*4096
JU0L711A1_Spider_Body_Roughness.1002.png, 4096*4096
JU0L711A1_Spider_Body_Specular.1001.png, 4096*4096
JU0L711A1_Spider_Body_Specular.1002.png, 4096*4096
JU0L711A1_Spider_Body_SubsurfaceAmount.1001.png, 1024*1024
JU0L711A1_Spider_Body_SubsurfaceAmount.1002.png, 1024*1024
JU0L711A1_Spider_Body_Transparent.1001.png, 4096*4096
JU0L711A1_Spider_Body_Transparent.1002.png, 4096*4096
JU0L711A1_Spider_Pupil_BaseColor.png, 4096*4096
JU0L711A1_Spider_Pupil_Normal.png, 4096*4096
Rigging
Full controllers, IK/FK controllers switch, and the rigging of head and mouth are available, which makes it easier to create animations.
Root controls the entire model.
CTR_Gravity controls the body and the switch of IK/FK of 8 legs and palpable.
And more …
Animations
Loopable walking animation at 30fps, frame range 20-50
Features
The model is in meter units at real-world scale.
We apply a subsurface effect for a better result, which causes longer rendering time and more noises. You can disable it on the shader if you don't need it.