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.
+$40: Customize a character pose according to your preference.
+$200-600:Customize a character animation for less than 4 seconds.
+$300-1200:Modify the appearance of the character according to your requirements, including the facial features, body proportions, fur color, etc. Make it a unique character just for you.
+$500:Create a static background of 1920*1080 for you. If your project requires a dynamic background or larger sizes, they are available at a separate price.
+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers, and animations..
Introduction
This is a high-quality boer goat with multiple 4K UDIM maps, fur, rigging, and animation. It has very detailed muscle structures and a realistic oral cavity, and is made with Blender and Cycles renderer at real-world scale. The skin maps and hair maps are made separately for some realism.
It consists of 11 objects: Body, sclerae, irises, lacrimal glands, lacrimal caruncles, upper teeth, lower teeth, upper gums, lower gums, tongue, horns.
Polygons
Body: vertices 83,844; polygons 83,842
Sclerae: vertices 1,700; polygons 1,728
Irises: verticess 2,340; polygons 2,368
Lacrimal glands: vertices 780; polygons 776
Lacrimal caruncles: vertices 1,316; polygons 1,312
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Upper gums: vertices 12,113; polygons 12,006
Lower gums: vertices 6,485; polygons 6,372
Tongue: vertices 6,058; polygons 6,056
Horns: vertices 9,834; polygons 9,830
Total: vertices 181,324; polygons 180,250
Formats
There is a Blender project and an OBJ file.
Textures
JF0L219A2_BoerGoat_Skin_Specular.1002.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Specular.1001.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Roughness.1002.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Roughness.1001.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Normal.1002.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Normal.1001.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Mask.1002.png, 4096*4096
JF0L219A2_BoerGoat_Skin_Mask.1001.png, 4096*4096
JF0L219A2_BoerGoat_Skin_BaseColor.1002.png, 4096*4096
JF0L219A2_BoerGoat_Skin_BaseColor.1001.png, 4096*4096
JF0L219A2_BoerGoat_OralCavity_Normal.png, 2048*2048
JF0L219A2_BoerGoat_OralCavity_BaseColor.png, 2048*2048
JF0L219A2_BoerGoat_HornAndTongue_SSS.png, 4096*4096
JF0L219A2_BoerGoat_HornAndTongue_Specular.png, 4096*4096
JF0L219A2_BoerGoat_HornAndTongue_Roughness.png, 4096*4096
JF0L219A2_BoerGoat_HornAndTongue_Normal.png, 4096*4096
JF0L219A2_BoerGoat_HornAndTongue_BaseColor.png, 4096*4096
JF0L219A2_BoerGoat_Hair02_BaseColor.png, 4096*4096
JF0L219A2_BoerGoat_Hair_Mask.png, 4096*4096
JF0L219A2_BoerGoat_Hair_BaseColor.1002.png, 4096*4096
JF0L219A2_BoerGoat_Hair_BaseColor.1001.png, 4096*4096
JF0L219A2_BoerGoat_Eye_BaseColor.png, 2048*2048
Rigging
Full controllers are available to make it easier to create postures and animations. The features are as follows:
Root control the entire model.
CTR_gravity_b, CTR_gravity_m and CTR_gravity_f control the center of gravity of the body.
The face has fine controllers which support detailed facial expressions creation.
CTR_Tail controls whether the tail follows the body to rotate by customized attributes.
CTR_Neck controls whether the neck and head follows the body to rotate and the switch of the IK/FK of the neck by customized attributes.
CTR_Leg_B_Other.L and CTR_Leg_B_Other.R control the switch of IK/FK of the limbs and the stretch limit of legs by customized attributes.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R control the switch of IK/FK of the limbs and the stretch limit of legs by customized attributes. When the knees jitter during animation, this issue can be fixed by the customized attributes.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the flexion and extension of toes.
CTR_Spine_B controls the latter spine;
CTR_spine_m controls the middle spine;
CTR_spine_f controls the former spine;
CTR_Neck_a controls the root of the neck;
CTR_Neck_c controls the head.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-26
Loopable trotting animation at 30 fps, frame range: 0-16
Unlooped animation of EatGrass01 at 30 fps, frame range: 0-270
Unlooped animation of EatGrass02 at 30 fps, frame range: 0-330
Unlooped animation of LookAround01 at 30 fps, frame range: 0-240
Unlooped animation of LookAround02 at 30 fps, frame range: 0-240
Features
The model is in meter units at real-world scale.
To run faster, the Display buttons of the fur are disabled.
The rendering time is relatively long because the animal is of high quality. If you want a faster rendering, here are some optimization methods:
Enable Simplify in Render Properties when rendering.
Decrease the steps of the Interpolated spine.
Decrease the number of hair children, and increase the thickness of hair.