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 high-quality male moose model with multiple 4K maps, rigging, animation, and fur. The skin and the hair maps of the horns are made separately to make the character more realistic. This model is made by Blender and rendered by Cycles renderer at real-world scale.
It consists of 9 objects: Body, horn01, horn02, tears, lacrimal glands, pupils, scleras, oral cavity, and tongue.
Polygons
Body: vertices 25,769, polygons 25,730
Horn01: vertices 5,516, polygons 5,494
Horn02: vertices 3,688,; polygons 3,663
Tears: vertices 516, polygons 5,12
Lacrimal glands: vertices 468, polygons 4,64
Pupils: vertices 1,028, polygons 1,088
Sclerae: vertices 1,156, polygons 1,216
Oral cavity: vertices 9,418, polygons 9,326
Tongue: vertices 1,535, polygons 1,516
Total: vertices 45,406, polygons 45,346
Formats
There is a Blender project and an OBJ file.
Textures
Moose_Male_Body_BaseColor.png, 4096*4096
Moose_Male_Body_ID.png, 2048*2048
Moose_Male_Eye_BaseColor.png, 2048*2048
Moose_Male_Head_Hair_BaseColor.png, 4096*4096
Moose_Male_Head_ID.png, 2048*2048
Moose_Male_Head_Skin_BaseColor.png, 4096*4096
Moose_Male_Horn01_BaseColor.png, 4096*4096
Moose_Male_Horn02_Hair_BaseColor.png, 4096*4096
Moose_Male_Horn02_Normal.png, 4096*4096
Moose_Male_Horn02_Skin_BaseColor.png, 4096*4096
Moose_Male_OralCavity_BaseColor.png, 4096*4096
Rigging
With full controllers created manually with Blender armature system, postures and animations are easier to create. Features are as follows:
CTR_Root controls the entire model.
CTR_gravity controls the center of the body's gravity.
CTR_B_neck controls the rotation of the neck by the customized attributes.
CTR_IK_head controls the move of the head and the stretch of the neck.
CTR_IK_gape controls mouth opening.
CTR_Eye_Root controls the rotation of the eyes.
CTR_ear.000.L, CTR_ear.001.L, CTR_ear.002.L, CTR_ear.003.L control the ears’ rotation.
CTR_B_Spine controls the move and the rotation of the torso.
CTR_M_Spine controls the move and the rotation of the belly.
CTR_breath controls breath animation on the belly.
CTR_Tail_FK.001, CTR_Tail_FK.002, CTR_Tail_FK.003, CTR_Tail_FK.004, and CTR_Tail_FK.005 control the rotation of the tail.
CTR_F_leg.L/R, the controllers of the IK of forelegs.
CTR_B_leg.L/R, the controllers of the IK of back legs.
CTR_F_Leg_IKFK.L switches the IK/FK of the legs by the customized attributes, which is non-seamless. The IK/FK of the other legs is switched with the controllers in the same shape.
Each toe has a separate controller.
Some expressions, such as wink, nostril dilation and contraction, can be created with face rigging.
And more……
Animations
Unlooped watching animation at 30 FPS, frame range 1-253;
Unlooped eating animation at 30 FPS, frame range 1-300;
Loopable trotting animation at 30 FPS, frame range 1-22;
Loopable walking animation at 30 FPS, frame range 0-340;