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 is a cattle model with multiple 4K UDIM maps, fur, and rigging. The model is made with Blender and Cycles renderer at real-world scale.
It consists of body, eyes, horns, oral cavity, lacrimal glands, teeth, tongue.
Polygons
Body: vertices 29,542; polygons 29,460
Eyes:vertices 2,186; polygons 2,304
Horns: vertices 664; polygons 660
Oral cavity: vertices 1,801; polygons 1,797
Lacrimal glands: vertices 172; polygons 168
Teeth: vertices 3,520; polygons 3,456
Tongue: vertices 642; polygons 640
Total: vertices 38,527; polygons 38,485
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JU0L419A0_YellowCattle_Eye_BaseColor.png, 4096*4096
JU0L419A0_YellowCattle_Eye_Mask.png, 4096*4096
JU0L419A0_YellowCattle_Eye_Normal.png, 4096*4096
JU0L419A0_YellowCattle_Eye_Roughness.png, 4096*4096
JU0L419A0_YellowCattle_Eye_Specular.png, 4096*4096
JU0L419A0_YellowCattle_Hair_BaseColor.1001.png, 4096*4096
JU0L419A0_YellowCattle_Hair_BaseColor.1002.png, 4096*4096
JU0L419A0_YellowCattle_Hair_Cavity.1001.png, 4096*4096
JU0L419A0_YellowCattle_Hair_Cavity.1002.png, 4096*4096
JU0L419A0_YellowCattle_OralCavity_BaseColor.png, 4096*4096
JU0L419A0_YellowCattle_OralCavity_Normal.png, 4096*4096
JU0L419A0_YellowCattle_OralCavity_Specular.png, 4096*4096
JU0L419A0_YellowCattle_OralCavity_SubsurfaceColor.png, 4096*4096
JU0L419A0_YellowCattle_OralCavity_SubsurfaceRadius.png, 4096*4096
JU0L419A0_YellowCattle_Skin_BaseColor.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_BaseColor.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Normal.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Normal.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Roughness.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Roughness.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Specular.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_Specular.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceAmount.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceAmount.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceColor.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceColor.1002.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceRadius.1001.png, 4096*4096
JU0L419A0_YellowCattle_Skin_SubsurfaceRadius.1002.png, 4096*4096
Rigging
With full controllers, it's easier to create postures and animations. The features are as follows:
Root, Root01 and Root02 control the entire model.
CTR_gravity_b, CTR_gravity_m and CTR_gravity_f control the center of gravity of the body.
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.
CTR_Tail comes with a customized attribute: Tail_Follow controls whether the tail rotates following the parent controller.
CTR_Neck comes with multiple customized attributes:
Head_Follow and Neck_Follow control whether the neck and head rotates following the parent controllers, 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, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are IK controllers of the limbs.
CTR_Leg_B_Other.L and CTR_Leg_B_Other.R come with 2 customized attributes: IK-FK controls the non-seamless switch of IK/FK of the hind legs; Leg-Stretch controls the stretch limit of the legs in IK mode.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R come with 3 customized attributes: IK%FK controls the non-seamless switch of IK/FK of the forelegs; Leg-stretch controls the stretch limit of the legs in IK mode; knee_shake removes the knee jitter during animation.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the extension and flexion of the toes.
eye.L, eye.R and eyes control the eyes.
eye.L.001 and eye.R.001 control the winkle.
jaw_master controls the jaw.
CTR_masticate controls the mastication by Location.
Fine facial controllers support detailed expressions creation.
The body has more finer controllers which help create subtle animations.
And more...
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The tail hair dynamic is baked and is ready for use.
The model can be rendered in the current project, without any other adjustment.