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Capture the majestic beauty and diverse ecology of the Orient with this cinema-grade collection of 10 photorealistic Asian animals. Native to Blender and perfectly optimized for the Cycles renderer, this ultimate production pack features iconic species from the deep jungles, high-altitude plateaus, and wetlands, including the Giant Panda, predatory big cats, and highly complex avian assets like the Red-crowned Crane and Indian Peafowl. Engineered with production-ready IK/FK rigging, complex Blender particle grooming, up to 8K/4K UDIM textures, and an extensive library of lifelike behavioral animations.
Cinematic Fur & Particle Grooming: Fully styled utilizing Blender’s native hair particle systems. From the dense, plush coats of pandas to the sleek, striped fur of apex predators and fine avian micro-fuzz, every strand reacts beautifully to Cycles lighting.
Biologically Precise Rigging & Utilities: Production-hardened rigs featuring intuitive IK/FK switching, smart stretch limitations, custom gravity center controllers, and advanced bone-follow constraints (Head, Neck, Tail).
Advanced Deformation & Micro-Controls: Includes specialized controllers for realistic breathing simulation (CTR_belly), footprint padding fixes (repair_jiggle), and adaptive toe/claw extensions.
Facial Expression Panels & Custom UIs: Selected high-end assets include custom facial control rigs and intuitive UI panels to easily animate complex expressions like growling, fierce roaring, winking, and feeding behaviors.
Advanced Feather Control Board: Birds feature individual-feather skeletal control alongside macro-controllers to bend, rotate, fold, and unfold entire feather clusters or flight paths in batches.
Highlights: China’s iconic treasure brought to life. Features a highly accurate muscular structure, an organic vertex color configuration for precision hair blending, and a dual-resolution normal mapping pipeline (up to 8K master maps) to capture raw skin details beneath the dense fur.
Polycount: ~69,395 Polygons (Body, Paws, Lacrimal Glands, Eyeballs, Sclerae).
Rigging: Features a specialized breathing controller (CTR_belly) to simulate realistic inhalation/exhalation, alongside shape-repair drivers (CTR_chest_repair_a, CTR_belly_repair_b) to maintain a flawless body outline during heavy bending. Paws include location-driven abduction/adduction for natural terrain planting.
Animations (3): Unlooped Eating (0-240 frames), Loopable Walking (0-150 frames), Loopable Trotting (0-153 frames).
Highlights: A film-grade, ultra-cute creature asset optimized for extreme close-up shots. Captures the characteristically thick, fluffy, multi-tonal coat of the red panda using a complex Blender grooming system paired with multi-layered 4K SSS (Subsurface Scattering) skin shaders.
Polycount: ~70,992 Polygons (Features a fully modeled internal oral cavity for close-up expressions).
Rigging: Sophisticated locomotion and balancing setup. The tail includes both independent FK chains (CTR_FK_tail_c-l) and advanced 4-stage IK systems (CTR_IK_tail_a-d) with custom body-rotation follow toggles. Front paws include a foot_follow_body attribute to lock or release tracking based on the center of gravity.
Animations (3): Unlooped Playing (0-330 frames), Unlooped Walking (0-240 frames), Unlooped Trotting (0-240 frames).
Highlights: The massive, heavy-coated monarch of the northern forests. Boasts a 14-object high-fidelity layout featuring individual eyelid meshes, independent irises, sharp retracting nails, and high-density 4K UDIM stripe mapping.
Polycount: ~67,652 Polygons.
Rigging: Features an advanced spinal deformation setup with full FK roll chains and TailFollow / NeckFollow rotation constraints. Limb claws feature specialized extension and flexion drivers (CTR_Paw oac). Includes a dedicated Facial UI Panel controlling blink states, upper lip snarling (CTR_fierce), nose wrinkling, and preset macro-expressions like CTR_laugh and CTR_fury.
Animations (3): Loopable Walking (0-270 frames), Unlooped Lying Down (0-230 frames), Loopable Running (0-12 frames).
Highlights: A high-fidelity masterwork engineered for top-tier visual effects pipelines. Features biologically researched fur flows and field-referenced stripe detailing across 4K PBR UDIM texture sets. Fully optimized for flawless dynamic light interaction within Cycles.
Polycount: ~67,652 Polygons (Anatomically precise 14-object breakdown matching film pipeline standards).
Rigging: Production-ready master rig matching the Siberian Tiger framework but tuned for sleek, agile jungle locomotion. Offers non-seamless IK_FK_change limb switching, ankle rotation limits, shoulder/hip bone stabilization drivers, and a full-featured facial control board for realistic predatory roars and micro-expressions.
Animations (3): Loopable Walking (0-270 frames), Unlooped Lying Down (0-230 frames), Loopable Running (0-12 frames).
Highlights: A powerful heavyweight asset capturing the distinct armor-like skin plates of the Indian Rhino. Utilizes a massive 9-tile UDIM UV layout to drive incredibly crisp 4K displacement, roughness, and specular maps for close-up macro shots.
Polycount: ~60,918 Polygons (Includes detailed upper/lower teeth and lacrimal caruncles).
Rigging: Built for immense weight simulation. Leg controllers feature specialized MCH_Hand_Stretch and MCH_Toe_Stretch attributes to simulate the realistic flattening and squeezing of footpads under load. Includes independent ear rolling bone chains and basic facial rigs for blinking, breathing, and adipose/fat trembling.
Animations (3): Unlooped Eating (0-300 frames), Unlooped Walking (0-272 frames), Loopable Running (1-21 frames).
Production Notes: Hair dynamics are pre-baked inside the Blender project file and ready for final render.
Highlights: The elegant survivor of the high-altitude plateaus. Features striking, finely sculpted long horns, highly accurate muscle masses, and a complex native particle hair system that replicates their dense, thermal wool coats.
Polycount: ~70,840 Polygons (Body, Horns, Oral Cavity, Teeth, Tongue, Corneas, and Pupils).
Rigging: Master gravity center control (CTR_root_b) features 4 advanced follow attributes toggling Head, Neck, and Tail alignment. Front leg structures are equipped with an innovative IK_repair_joggle attribute, engineered to completely eliminate leg shaking/jittering when feet remain stationary near the Z-axis.
Animations (4): Unlooped Watching (0-240 frames), Unlooped Eating (0-240 frames), Loopable Walking (0-165 frames), Loopable Running (0-110 frames).
Highlights: A beautifully detailed herbivore asset featuring magnificent multi-branched antlers, realistic snout structures, and multi-layered 4K textures including dedicated color, roughness, subsurface, and ID maps.
Polycount: ~35,950 Polygons (Optimized for both hero-character closeups and large forest environment scattering).
Rigging: Comprehensive skeletal system featuring a 5-joint spine FK chain (CTR_spine_a to e) and double-jointed neck controllers. Leg properties offer an extensive array of custom attributes: FK_limb_follow, IK_Stretch limits, IK_follow switches (to tie/untie paws from center of gravity tracking), and adjustable displaying modes for leg pole vectors.
Animations (1): Unlooped Walking (0-150 frames).
Highlights: A stunning, historically rich Asian deer asset featuring an intricately sculpted muscular frame and a highly detailed oral cavity. Designed with partial UDIM mapping, it utilizes dual 4K texture tiles for the main skin alongside individual 4K PBR maps for the massive, unique antlers, creating breathtaking realism under close-up Cycles renders.
Polycount: Total 184,552 Polygons. Comprehensive 12-object master layout including Body (~61k), independent left/right horns (~18k each), upper/lower gums, independent teeth meshes, tongue, and localized lacrimal glands/caruncles.
Rigging & Micro-Control: Advanced biological rigging with 3-stage localized torso controllers (CTR_gravity_b/m/f). Features custom TailFollow and Neck_IKFK switches with smart stretch limitations. To solve animation artifacts, the front limbs include a unique <knee_shake> controller to instantly eliminate knee jitter during complex movements. Includes an independent CTR_masticate system for realistic chewing/grazing movements.
Animations (5): Loopable Walking (0-40), Loopable Running (0-11), Unlooped EatGrass (0-350), Unlooped Lying Down (0-300), Unlooped LookAround (0-350). All at 30 fps.
Highlights: An elegant, cinema-grade avian masterwork featuring a multi-layered 4K PBR texture pipeline and an advanced, individual-feather control system. The iconic red crown sarcoma is fully sculpted and driven by dedicated normal, mask, and ID maps to capture genuine organic textures.
Polycount: Total 187,696 Polygons. Features a highly optimized body mesh at ~26k polys combined with a massive standalone feather structure totaling ~134k polys.
Rigging & Feather System: A dream for creature animators. Equipped with a custom CTR_Fold_Root controller that drives automated wing-folding, wing-unfolding, and tail feather compression via clean location offsets. Every single flight feather and cover feather is fully rigged with its own skinned bones, FK controls, and localized bending deformers. Macro-controllers are also included to bend or rotate entire feather clusters in batches.
Animations (5): Unlooped LookAround01 (0-360), Unlooped LookAround02 (0-320), Unlooped TakeOff (0-365), Loopable Flying (0-335), Unlooped Landing (0-360). All at 30 fps.
Highlights: The ultimate centerpiece asset of the collection, showcasing the magnificent, iridescent beauty of the male Indian Peafowl. Built with multi-layered 4K alpha-masked textures to capture the complex webbed look of genuine feathers, this model features standalone meshes for the prominent eyespots (ocelli), shoulder capes, and crown crest.
Polycount: Total 180,030 Polygons. Highly detailed breakdown across body feathers (~82k), eyespots (~9k), and explicit tail shafts (~32k) to guarantee pristine lighting refraction.
Rigging & Spectacular Tail UI: Driven by a sophisticated 4-tier parallel skeletal hierarchy. The master system (IndianPeafowl_Rig_grp) seamlessly drives three independent secondary hierarchies for the massive train feathers and downy tail piles. Features an integrated Open_Screen macro-slider on the Root control to smoothly automate the breathtaking courtship tail-fanning behavior, with individual layer-based controllers (U0/U1 root and tip thickness modifiers) to fine-tune the scale of feather shafts and eyespots globally.
Animations (3): Loopable Walking (0-32), Unlooped Eating (0-315), Unlooped SpreadTail (0-155). All at 30 fps.
Blender Native Optimization: Built exclusively for Blender and fully calibrated for Cycles PBR rendering pipelines. Project packages also include raw .OBJ base meshes for extended cross-platform support. (No lights or cameras included in project files to ensure clean appending).
Real-World Scaling: All models are scaled 1:1 using the standard metric meter unit system.
Viewport Performance Booster: To ensure lightning-fast viewport navigation and smooth playback speeds while animating, all dense hair particle systems and intricate feathers are hidden in the viewport by default (Display toggled off). They will automatically load at maximum cinematic density when rendering.
Cinematic Translucency Mapping: Both the Red-crowned Crane and Indian Peafowl are equipped with custom 2K/4K Translucent (Subsurface) Maps specifically tailored for flight feathers (Remiges, Rectrices, Humerals). When back-lit in Cycles, light will naturally bleed through the edges of the wings just like real feathers.
Pre-Baked Dynamics: Dynamic hair and micro-fuzz simulations on the Indian Peafowl are pre-baked to match the native animation durations, offering instant out-of-the-box physics evaluation.
Peafowl Scaling Protocol: Due to the extreme mathematical complexity of the multi-skeleton setup driving the peacock's train, the asset cannot be scaled directly using the root bone. To scale the character, simply drop the entire group into a Blender Empty Object and scale the empty container uniformly.
Pere David's Deer Rest-Pose Guide: If your pipeline requires the original clean rest/binding pose for custom rigging adjustments, remember to disable the specialized shape-repair modifiers (Repair_Lie.001, .002, and .003) on the body mesh before resetting all bone channels via Alt + R / Alt + G.
Optimization Pro-Tip: For heavy scenes or background scattering, you can dramatically improve rendering speeds by reducing the number of hair children, increasing individual hair thickness, or lowering the interpolated spline steps inside the hair particle panel.
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