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. The hair can be either groom or hair cards.
Introduction
This is a high-quality female large white pig model with multiple 4K textures, fur, rigging, and animations, and it's made with Blender and Cycles renderer at real-world scale. The skin texture and the hair texture are made separately for realism. Besides, 3 loopable animations and 2 unlooped animations are available.
It consists of 10 objects: Body, sclerae, pupils, lacrimal caruncles, upper jaw, lower jaw, upper teeth, lower teeth, tongue, rocks.
Polygons
Body: vertices 93,479; polygons 93,478
Sclerae: vertices 1,700; polygons 1,728
Pupils: vertices 2,020; polygons 2,048
Lacrimal caruncle: vertices 1,288; polygons 1,284
Upper jaw: vertices 9,387; polygons 9,272
Lower jaw: vertices 4,375; polygons 4,314
Upper teeth: vertices 20,808; polygons 20,280
Lower teeth: vertices 23,846; polygons 23,256
Tongue: vertices 693; polygons 680
Rocks: vertices 21,690; polygons 23,040
Total: vertices 179,286; polygons 179,380
Formats
There is a Blender project and an OBJ file.
Textures
JU0L522A2_PigSow_OralCavity_Roughness.png, 4096*4096
JU0L522A2_PigSow_OralCavity_Normal.png, 4096*4096
JU0L522A2_PigSow_OralCavity_BaseColor.png, 4096*4096
JU0L522A2_PigSow_Eye_BaseColor.png, 2048*2048
JU0L522A2_PigSow_Body_Skin_SubsurfaceColor.png, 4096*4096
JU0L522A2_PigSow_Body_Skin_SubsurfaceAmount.png, 4096*4096
JU0L522A2_PigSow_Body_Skin_Specular.png, 4096*4096
JU0L522A2_PigSow_Body_Skin_Roughness.png, 4096*4096
JU0L522A2_PigSow_Body_Skin_Normal.png, 4096*4096
JU0L522A2_PigSow_Body_Skin_BaseColor.png, 4096*4096
JU0L522A2_PigSow_Body_Hair_BaseColor.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create. Features are as follows:
CTR_ROOT controls the entire model, and it's scalable.
CTR_gravity and CTR_gravity.001 control the torso.
The IK/FK of legs can be switched by the customized attributes of MCH_Other_F.L, MCH_Other_F.R, MCH_Other_B.L, MCH_Other_B.R, which is not seamless.
CTR_gravity comes with the customized attributes which switch head follow, neck follow, tail follow.
Every toe has a separate controller; CTR_OpenToe_F.L/R, CTR_OpenToe_B_c.L/R control the flexion and extension of toes.
Ears and belly have fine controllers used to fix the model deformation.
There are many fine controllers on the face, used to animate the eyes, eyelids, lips and nose. Besides, there is a UI to create some common facial expressions easily, such as smile, wink, open mouth, and so on, greatly improving your efficiency.
And more…
Animations
Loopable Walk animation at 30 fps, Frame range 0-36;
Loopable Trot animation at 30 fps, Frame range 0-20;
Loopable Run animation at 30 fps, Frame range 0-10;
Unlooped LookAround animation at 30 fps, Frame range 0-300;
Unlooped EatGrass animation at 30 fps, Frame range 0-360;
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled. You can enable it if needed.
To make the effect more realistic, the rendering time is pretty long because of the large number of hairs. If you want to make the close-up effect more real and beautiful, it’s necessary to pay the price. If it is used in a distant view, the fur can be optimized. Optimization methods:
Decreasing the number of hair children and increasing the thickness of hair.
Decreasing the steps of the Interpolated spine.
The model can be rendered in the current project, without any other adjustment.