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 male Pere David's Deer model with textures in the UDIM format partially, rigging and animation. It has very detailed muscle structures and a realistic oral cavity. The model is made with Blender and Cycles renderer at real-world scale.
It consists of 12 objects: Body, left horn, right horn, upper gum, lower gum, upper teeth, lower teeth, tongue, iris, sclerae, lacrimal caruncles, lacrimal glands.
Polygons
Body: vertices 61,188; polygons 61,186
Left horn: vertices 18,881; polygons 18,879
Right horn: vertices 17,911; polygons 17,909
Upper gum: vertices 12,113; polygons 12,006
Lower gum: vertices 6,485; polygons 6,372
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Tongue: vertices 6,058; polygons 6,056
Iris: vertices 2,340; polygons 2,368
Sclera: vertices 1,700; polygons 1,728
Lacrimal caruncles: vertices 1,316; polygons 1,312
Lacrimal glands: vertices 780; polygons 776
Total: vertices 185,626; polygons 184,552
Formats
There is a Blender project and an OBJ file.
Textures
JF0L219A5_PereDavidsDeer_Male_Body_ID.png, 2048*2048
JF0L219A5_PereDavidsDeer_Male_Eye_BaseColor.png, 2048*2048
JF0L219A5_PereDavidsDeer_Male_Hair_Mask01.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Hair_Mask02.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_L_BaseColor.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_L_Normal.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_L_Roughness.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_L_Specular.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_R_BaseColor.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_R_Normal.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_R_Roughness.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Horn_R_Specular.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_OralCavity_BaseColor.png, 2048*2048
JF0L219A5_PereDavidsDeer_Male_OralCavity_Normal.png, 2048*2048
JF0L219A5_PereDavidsDeer_Male_Skin_BaseColor.1001.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_BaseColor.1002.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Normal.1001.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Normal.1002.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Roughness.1001.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Roughness.1002.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Specular.1001.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_Specular.1002.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin_SubsurfaceAmount.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Skin02_BaseColor.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Tongue_BaseColor.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Tongue_Normal.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Tongue_Roughness.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Tongue_Specular.png, 4096*4096
JF0L219A5_PereDavidsDeer_Male_Tongue_SubsurfaceAmount.png, 4096*4096
Rigging
Full controllers are available to make it easier to create postures and animations. The features are as follows:
Root controls the entire model, and it is scalable.
CTR_gravity_b, CTR_gravity_m, CTR_gravity_f control the torso.
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 latter legs 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 latter legs and the stretch limit of legs by customized attributes. When the knees jitter during animation, this issue can be fixed by the customized attribute .
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L, CTR_OpenToe_F.R control the flexion and extension of toes.
CTR_Spine_B controls latter spine; CTR_spine_m controls middle spine; CTR_spine_f controls anterior spine; CTR_Neck_a controls the root of neck; CTR_Neck_c controls the head.
CTR_masticate controls the masticating animation.
And more …
Animations
Loopable walking animation at 30 fps, fame range: 0-40
Loopable running animation at 30 fps, frame range: 0-11
Unlooped animation of EatGrass at 30 fps, frame range: 0-350
Unlooped lying animation at 30 fps, frame range: 0-300
Unlooped animation of LookAround at 30 fps, frame range 0-350
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The rendering time is relatively long because the animal is of high quality. If you want a faster rendering in the background, here are some optimization methods: