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.
+$40: Customize a character pose according to your preference.
+$200-600：Customize a character animation for less than 4 seconds.
+$300-1200：Modify the appearance of the character according to your requirements, including the facial features, body proportions, fur color, etc. Make it a unique character just for you.
+$500：Create a static background of 1920*1080 for you. If your project requires a dynamic background or larger sizes, they are available at a separate price.
+$150：Convert the character to UE5 format, including model, textures, hair, rigging controllers and animations.
This is a high-quality female Canadian deer model with 4k UDIM maps, fur, riggings, five realistic animations and realistic muscle structure. There is also a complex fur system created in Blender which makes the fur realistic, and a UI that controls the facial expressions. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, tongue, lacrimal caruncles, sclerae, pupils, oral cavity and lacrimal glands.
Body: vertices 31,170; polygons 31,156
Tongue: vertices 995; polygons 972
Lacrimal Caruncles: vertices 432; polygons 408
Sclerae: vertices 1,284; polygons 1,344
Pupils: vertices 1,284; polygons 1,344
Oral cavity: vertices 13,922; polygons 13,078
Lacrimal glands: vertices 140; polygons 136
Total: vertices 49,227; polygons 48,438
There is a Blender project and an OBJ file without rigging or animation.
With detailed controllers, postures and animations are easier to create, the features are as follows:
CTR_root controls the entire model, it comes with multiple customized attribute:
Head_follow controls whether the head follows;
Neck_follow controls whether the neck follows;
Tail_follow controls whether the tail follows;
IKFK_Leg_B.L, IKFK_Leg_B.R, IKFK_Leg_F.L and IKFK_Leg_F.R control the IK/FK of the limbs.
CTR_gravity controls the center of gravity of the body.
CTR_spine_F, CTR_spine_M and CTR_spine_B control the front, middle and rear spine.
CTR_spine_FK_a, CTR_spine_FK_b, CTR_spine_FK_c and CTR_spine_FK_d are FK controllers of the spine.
CTR_neck_FK_a, CTR_neck_FK_b, CTR_neck_FK_c and CTR_neck_FK_d are FK controllers of the neck.
CTR_Head controls the head.
CTR_F_leg.L, CTR_F_leg.R, CTR_B_leg.L and CTR_B_leg.R are IK controllers of the limbs.
CTR_chin controls the jaw.
CTR_eyes, CTR_eye.L and CTR_eye.R are eye controllers.
CTR_eye.L.001 and CTR_eye.R.001 control the winkling.
There are complex facial controllers and a UI, which can create plenty of facial expressions.
And more ...
Unlooped eating animation at 30 fps, frame range 0-400
Loopable jogging animation at 30 fps, frame range 0-15
Loopable trotting animation at 30 fps, frame range 0-18
Loopable walking animation at 30 fps, frame range 0-264
Unlooped watching animation at 30 fps, frame range 0-380
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 directly.
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