This is a cattle model with multiple 4K UDIM maps, fur, rigging and 4 animations. The rigging comes with a preset of masticating animation and detailed facial controllers. 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.
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
There is a Blender project and an OBJ file without rigging or animation.
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.
Unlooped eating animation at 30 fps, frame range 0-395
Unlooped LookAround at 30 fps 0-277
Loopable walking animation at 30 fps, frame range 0-190
Loopable trotting animation at 30 fps, frame range 0-180
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.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D software such as Maya, 3DsMax, C4D, and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those software. You can contact the website to consult the result of format conversion before deciding whether to purchase.
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