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Introduction
This white and orange cat 3D Model is crafted specifically for high-quality visual projects, combining a realistic appearance with animation-ready usability. The model features 4K UDIM textures, with separately painted skin and hair maps to ensure fine, natural detail even in close-up shots. The grooming system is meticulously designed based on real feline anatomy, offering well-defined layers and natural hair flow for excellent rendering results.
The fully rigged system supports animation production and comes with three realistic animations, ready to be used directly in films, cinematics, and various animated projects.
The entire model is created in Blender and rendered with the Cycles renderer. It follows accurate proportions of an adult orange cat, making it a high-quality, production-efficient asset that blends realism with functionality.
Description
The models consists of the body, paws, eyelids2, lacrimal glands2, oral cavity, lens2, irises2, tongue, teeth*2.
Polygons
Body: vertices 44,520; polygons 44,422
Paws: vertices 11,394; polygons 11,196
Eyelids2: vertices 342; polygons 288
Lacrimal glands2: vertices 1,968; polygons 1,920
Oral cavity: vertices 9,256; polygons 9,184
Lens2: vertices 964; polygons 1,024
Irises2: vertices 1,538; polygons 1,504
Tongue: vertices 5,001; polygons 4,940
Teeth*2: vertices 14,712; polygons 14,656
Total: vertices 89,695; polygons : 89,134
Project Format
There is a Blender project and an OBJ file without rigging or animation.
Size of Maps
JW0P4U00_OrangeCat_White_BodyHair_BaseColor_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodyHair_BaseColor_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodyHair_Msak_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodyHair_Msak_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_BaseColor_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_BaseColor_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_Normal_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_Normal_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_Specular_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_Specular_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_SSS_1001.png, 4096* 4096
JW0P4U00_OrangeCat_White_BodySkin_SSS_1002.png, 4096* 4096
JW0P4U00_OrangeCat_White_Eye_BaseColor.png, 2048* 2048
JW0P4U00_OrangeCat_White_Eye_Normal.png, 2048* 2048
JW0P4U00_OrangeCat_White_Eye_Specular.png, 2048* 2048
JW0P4U00_OrangeCat_White_Mask.1001.jpg, 2048* 2048
JW0P4U00_OrangeCat_White_Mask.1002.jpg, 2048* 2048
JW0P4U00_OrangeCat_White_OralCavity_BaseColor.png, 4096* 4096
JW0P4U00_OrangeCat_White_OralCavity_Normal.png, 4096* 4096
JW0P4U00_OrangeCat_White_OralCavity_Specular.png, 4096* 4096
Rigging
With full controllers including IK/FK switch and facial rigging, it's easier to create animations, the features are as follows:
CTR_leg_f/b.L/R come with three customized attributes:
IK-FK switches between IK/FK of the legs;
Pole_target switches between different control methods of the pole vector;
stretch_CTR controls the stretch limit of the legs.
CTR_gravity_b comes with a customized attribute:
Tail_roll controls whether the tail follows the parent controller's movement.
CTR_gravity_f comes with two customized attributes:
Roll_Head controls whether the head follows the parent controller's movement;
Roll_Neck controls whether the neck follows the parent controller's movement;
CTR_head comes with a customized attribute:
Eye_follow controls whether the eyes follow the parent controller's movement.
CTR_eye_a.L comes with a customized attribute:
pupil controls the dilation and constriction of the pupil.
CTR_ROLL_foot_b/f.L/R control the squeezing effect of the foot pad by Z-location.
And more …
Animations
Loopable running animation at 30 fps, frame range 0-16
Loopable trotting animation at 30 fps, frame range 0-301
Loopable walking animation at 30 fps, frame range 0-360
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
Except for the above instructions, the model can be directly rendered in the project.
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