Individual License is limited to a single person using the Models for personal use or school use as a student; or a freelancer on limited projects that do not qualify as a Studio use. Any Model file licensed under an Individual license cannot be assigned to an entity; accessed by anyone other than the one Individual; or stored on any server that can be accessed by others. View the complete license.
Blender model details:
Presenting a highly realistic EmperorPenguin baby character asset, crafted specifically for Unreal Engine 5.2 and above. This meticulously designed asset encompasses the model, textures, materials, fur, rigging and animations, making it ready for immediate integration into your projects.
Model Details: Total vertex count is 40,105 and polygon count is 38,654, ensuring the model's intricacy and realism.
Textures and Materials: Textures are created using UDIM format and produced in 4K resolution. Textures have already been imported into UE and optimized.
Groom Fur: A complex fur system was created in Blender, and the EmperorPenguin baby's fur styling has been perfectly replicated using UE's Groom technology, with finely tuned materials."
Size of Maps
JF0LA12A8_EmperorPenguinBaby_BodySkin_BaseColor.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Normal.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Roughness.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_Specular.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_BodySkin_SubsurfaceColor.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_FootHair_BaseColor.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_FootSkin_BaseColor.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_FootSkin_Normal.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_FootSkin_Roughness.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_FootSkin_Specular.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_Pupil_BaseColor.uasset, 1024 *1024
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Alpha.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_BaseColor.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Normal.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Roughness.uasset, 4096 *4096
JF0LA12A8_EmperorPenguinBaby_WhiteTailFeather_Specular.uasset, 4096 *4096
EmperorPenguinBaby_Sleep_ctrl: Control the entire model's global movement and orientation.
DEF_Spline_a_ctrl, DEF_Spline_b_ctrl, DEF_Spline_c_ctr, DEF_Spline_d_ctrl...: Provide control for the anterior, middle, and posterior sections of the spine respectively.
Neck and Head Control:
DEF_Neck_a_ctrl, DEF_Neck_b_ctrl, DEF_Neck_c_ctrl: Control different segments of the neck.
DEF_Neck_d_ctrl: Main controller for the head.
DEF_Root_Mouth_ctrl: Lower jaw controller, managing the opening and closing of the mouth.
Facial Features Control:
With a detailed facial controller to create more facial expressions.
DEF_Eyeball_L_ctrl and DEF_Eyeball_R_ctrl: Eye controllers.
DEF_Leg_c_L_ctrl and DEF_Reg_c_R_ctrl: Controllers for the left and right pelvic regions.
DEF_Foot_L_ctrl_2 and DEF_Foot_R_ctrl_2: IK master controllers for the four limbs.
DEF_Tail_b_ctrl, DEF_Tail_c_ctrl, DEF_Tail_d_ctrl...: Controllers for various segments of the tail.
And many more fine-tuned controls that give animators a comprehensive and detailed control for posing and animating the EmperorPenguin baby.
Loopable walking animation at 30 fps, frame range 0-26
Unlooped sleeping animation at 30 fps, frame range 0-290
Platform Compatibility: Supports PC, Mac, and mobile platforms.
UE Version Compatibility: Specifically designed for UE5.2 and above.
Asset Format: This asset is presented as a complete UE project package.
Ensure your Unreal Engine version is 5.2 or higher to achieve optimal performance and compatibility
Given the high precision of the model, textures, and the extensive amount of fur, it's suggested for use on higher-end devices.
When importing into your project, ensure to maintain the directory structure to guarantee all linked assets load correctly.
Adjustments to the fur material's brightness and reflectivity may be needed based on your scene's lighting.
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