Summer
Introduction
This is a donkey model for summer, with multiple 4K PBR maps, fur, rigging, animations and baked hair dynamics. This model is made with Blender and Cycles renderer at real-world scale.
It consistes of the body, lacrimal glands, pupil, sclera, teeth, tongue.
Polygons
Body: vertices 73,592; polygons 73,590
Lacrimal glands: vertices 356; polygons 352
Pupil: vertices 2,020; polygons 2,048
Sclera: vertices 1,700; polygons 1,728
Teeth: vertices 69,897; polygons 68,522
Tongue: vertices 5,281; polygons 5,248
Totla: vertices 152,846; polygons 151,488
Formats
There is a Blender project and an OBJ file.
Textures
JF0L902A0_Donkey_Summer_Head_BaseColor.png, 4096*4096
JF0L902A0_Donkey_Summer_Body_Normal.png, 4096*4096
JF0L902A0_Donkey_Summer_Body_BaseColor.png, 4096*4096
JF0L902A0_Donkey_OralCavity_Normal.png, 2048*2048
JF0L902A0_Donkey_OralCavity_BaseColor.png, 2048*2048
JF0L902A0_Donkey_Head_Normal.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create, the features are as follows:
CTR_torso controls the movement of the body, it has customized attributes:
Head_follow controls whether the head moves following the parent controller;
Neck_Roc_Loc controls the location of the root of the neck;
Neck_follow controls whether the neck moves following the parent controller;
Tongue_IKFK switches between IK/FK of the tongue.
CTR_IKFK_F.L/R comes with customized attributes:
IKFK switches between IK/FK of the forelegs;
IK_stretch controls the stretch limit of the forelegs in IK mode;
repair_jiggle removes the knee jitter;
shoulder_follow controls whether the shoulder moves following the parent controller.
CTR_IKFK_B.L/R come with customized attributes:
IKFK switches between IK/FK of the hind legs;
IK_stretch controls the stretch limit of the hind legs in IK mode;
CTR_jaw controller comes with a customized attribute: Floor, which controls whether the CTR_chin controller collides with the upper lip.
CTR_Blink.L/R control the winkling.
CTR_nose_open.L/R control the breath effect of the nostril.
Detailed facial riggings are available.
And more ...
Animations
Loopable Walk animation at 30 fps, frame range 0-360 frames
Unlooped See animation at 30 fps, frame range 0-390 frames
Unlooped Eat animation at 30 fps, frame range 0-389 frames
Loopable Trot animation at 30 fps, frame range 0-384 frames
Features
The dynamic of Mane and tail have been cached.
Donkey_Summer_Body_collider and Donkey_Winter_Body_collider ane the colliders of hair dynamic simulation. Display and Render are disabled by default.
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project without cleaning up.
No lights or cameras.
The hair is optimized. Increase the number of segments of hair if you want even better quality.
If used in the background, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
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Winter
Introduction
This is a donkey model for winter, with multiple 4K PBR maps, fur, rigging, animations and baked hair dynamics. This model is made with Blender and Cycles renderer at real-world scale.
It consistes of the body, lacrimal glands, pupil, sclera, teeth, tongue.
Polygons
Body: vertices 73,592; polygons 73,590
Lacrimal glands: vertices 356; polygons 352
Pupil: vertices 2,020; polygons 2,048
Sclera: vertices 1,700; polygons 1,728
Teeth: vertices 69,897; polygons 68,522
Tongue: vertices 5,281; polygons 5,248
Totla: vertices 152,846; polygons 151,488
Formats
There is a Blender project and an OBJ file.
Textures
JF0L902A0_Donkey_Winter_Head_BaseColor.png, 4096*4096
JF0L902A0_Donkey_Winter_Body_Normal.png, 4096*4096
JF0L902A0_Donkey_Winter_Body_BaseColor.png, 4096*4096
JF0L902A0_Donkey_OralCavity_Normal.png, 2048*2048
JF0L902A0_Donkey_OralCavity_BaseColor.png, 2048*2048
JF0L902A0_Donkey_Head_Normal.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create, the features are as follows:
CTR_torso controls the movement of the body, it has customized attributes:
Head_follow controls whether the head moves following the parent controller;
Neck_Roc_Loc controls the location of the root of the neck;
Neck_follow controls whether the neck moves following the parent controller;
Tongue_IKFK switches between IK/FK of the tongue.
CTR_IKFK_F.L/R comes with customized attributes:
IKFK switches between IK/FK of the forelegs;
IK_stretch controls the stretch limit of the forelegs in IK mode;
repair_jiggle removes the knee jitter;
shoulder_follow controls whether the shoulder moves following the parent controller.
CTR_IKFK_B.L/R come with customized attributes:
IKFK switches between IK/FK of the hind legs;
IK_stretch controls the stretch limit of the hind legs in IK mode;
CTR_jaw controller comes with a customized attribute: Floor, which controls whether the CTR_chin controller collides with the upper lip.
CTR_Blink.L/R control the winkling.
CTR_nose_open.L/R control the breath effect of the nostril.
Detailed facial riggings are available.
And more ...
Animations
Loopable Walk animation at 30 fps, frame range 0-360 frames
Unlooped See animation at 30 fps, frame range 0-390 frames
Unlooped Eat animation at 30 fps, frame range 0-389 frames
Loopable Trot animation at 30 fps, frame range 0-384 frames
Features
The dynamic of Mane and tail have been cached.
Donkey_Summer_Body_collider and Donkey_Winter_Body_collider ane the colliders of hair dynamic simulation. Display and Render are disabled by default.
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project without cleaning up.
No lights or cameras.
The hair is optimized. Increase the number of segments of hair if you want even better quality.
If used in the background, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
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