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Bring the African wilderness to life with this cinema-grade collection of 10 photorealistic African animals. Meticulously sculpted with accurate anatomical muscle structures, 4K/8K UDIM textures, and lifelike Blender hair/particle grooming. Featuring production-ready IK/FK rigging and a vast library of pre-baked behavioral animations (including the iconic Gorilla Chest-Beat). Built exclusively and natively for Blender (Cycles).
Hyper-Realistic Grooming & Hair Dynamics: Utilizing Blender’s native particle and hair systems, predatory manes, dense gorilla coats, and coarse wildlife fur are styled naturally to capture the untamed essence of African fauna.
Biologically Accurate Rigging: Expertly rigged skeletons featuring advanced IK/FK switching, smart gravity-center shifting, automatic bone-follow dynamics (Head, Neck, Tail), and specialized toe/claw extensions.
Expressive Facial Rigging & UI Panels: Selected assets come with detailed facial expression controllers, lip-shaping targets, and dedicated UI panels to drive micro-expressions like growling, chewing, showing teeth, and blinking with ease.
Production-Proven Behavioral Animations: Packed with a versatile array of unlooped and loopable animations (Walking, Trotting, Running, Foraging, Eating, Alert Watching, and Combat/Aggression Poses) captured at a cinematic 30 FPS.
Highlights: The ultimate king of the savanna. Features a magnificent, photorealistic mane driven by Blender’s native hair system, anatomically precise muscle definitions, detailed oral structures, and sharp retracting claws.
Polycount: ~75,276 Polygons (Body, Eyes, Lacrimal Glands, Teeth).
Rigging: 3-stage gravity controls (CTR_torse_F/M/B), Head/Neck/Tail follow properties, specialized tail SplineIK, advanced paw controllers (CTR_IK_pad) regulating toe extension, pad squeezing, and fingernail pushing/pulling. Includes an intricate facial panel for growling and showing teeth.
Animations (4): Unlooped Lying (0-405 frames), Unlooped Watching (0-365 frames), Loopable Running (0-78 frames), Unlooped Walking (0-250 frames).
Production Notes: Hair dynamics for running and walking animations have been fully baked and are ready for rendering.
Highlights: The apex hunter of the plains, boasting a sleek, clean topology with high-res 4K UDIM maps that beautifully render subtle muscle flexing under her skin.
Polycount: ~78,016 Polygons (7 separate objects including chest and paws).
Rigging: Advanced Follow_Neck and Follow_Shoulder attributes driven by the front spine controller; independent upper/lower jaw rigs, a complete 8-joint tongue controller, and holistic belly/chest rotation follow constraints (Chest_Follow).
Animations (5): Loopable Running (0-14 frames), Loopable Walking (0-30 frames), Loopable Trotting (0-20 frames), Unlooped Lying Down (0-260 frames), Unlooped Watching (0-497 frames).
Highlights: A powerhouse heavyweight primate asset. Features a complex, dense hair system created in Blender, realistic muscle masses, multi-layer 4K UDIM maps, and a fully modeled oral cavity for close-up expressions.
Polycount: ~79,274 Polygons (Body, Lens, Pupils, Upper/Lower Teeth, Oral Cavity).
Rigging: Sophisticated locomotion rig. Forelegs and hindlegs feature independent IK_FK toggles, IK_stretch limitations, and FK_follow properties (allowing forelegs to rotate seamlessly with the body). Includes comprehensive jaw and lip controllers (CTR_lip_U/D) alongside complex facial micro-targets.
Animations (5): Unlooped BeatChest (0-240 frames), Unlooped Watching (0-279 frames), Loopable Running (0-13 frames), Unlooped Running (0-153 frames), Loopable Walking (0-125 frames).
Highlights: A powerful heavyweight asset featuring a beautifully optimized topology mesh that realistically captures the thick, folded, and weathered skin plate textures of the African rhino.
Polycount: ~17,254 Polygons (Highly optimized base mesh, perfect for large-scale scene layouts).
Rigging: Full seamless IK/FK limb switching via master leg controllers, independent toe joints for adaptive terrain planting, and gravity-center modifiers (Ctr_B_Root) controlling tail and head follow-action.
Animations (3): Loopable Walking (0-40 frames), Loopable Trotting (0-16 frames), Loopable Running (0-14 frames).
Highlights: A 3-in-1 pack including three high-quality zebra variants. Features beautifully mapped 4K high-contrast stripe textures, realistic muscle definition, and pre-groomed manes and tails.
Polycount: ~92,072 Polygons per character (Includes full oral cavity, tongue, and individual teeth).
Rigging: Master CTR_Root with 10 custom attributes for seamless limb IK/FK toggles, variable ankle rotation follow, and leg stretching limits. Gravity controls feature adjustable Head/Neck/Tail follow percentages alongside specialized jaw chewing (CTR_chew) and muzzle controls.
Animations (4): Loopable Walking (0-184 frames), Loopable Running (0-12 frames), Loopable Trotting (0-100 frames), Unlooped Watching (0-157 frames).
Production Notes: Tail hair dynamics are pre-baked inside the project file.
Highlights: A 2-in-1 character pack containing two high-quality wildebeest variants with rugged horns, dense textures, and pre-baked tail dynamics—essential for replicating epic herd migration scenes.
Polycount: ~71,412 Polygons.
Rigging: Features 12 master custom attributes tracking limb stretch limits, pole vector follows, and IK/FK switching. Fine eye controls (CTR_close_eye.L/R) manage eyelid closing via Location coordinates and pupil shape shifting via Scale factors.
Animations (4): Loopable Walking (0-160 frames), Loopable Running (0-150 frames), Loopable Trotting (0-144 frames), Unlooped Watching (0-149 frames).
Highlights: An ultra-realistic character featuring intricately sculpted skin folds, massive fangs, and dirt/mud particle maps overlaying the skin to reflect its natural wild behavior. Uses vertex color maps for precision hair-to-skin color blending.
Polycount: ~119,927 Polygons (Detailed upper/lower gums, tongue, and dual large/small fang sets).
Rigging: Advanced spine IK controllers; front leg rigs feature custom repair_jiggle properties to eliminate unexpected snapping or jittering during extreme leg stretching. Includes detailed mouth/jaw controllers for eating and vocalization.
Animations (4): Unlooped Walking (0-240 frames), Unlooped Trotting (20-260 frames), Unlooped Look-Around (20-260 frames), Unlooped Eating (20-260 frames).
Highlights: A striking desert-adapted antelope featuring beautifully rendered straight horns, photorealistic SSS skin shaders, and three interchangeable body texture variants for crowd variation.
Polycount: ~32,020 Polygons.
Rigging: Production-ready manual rigging with robust limb IK chains and neck FK joints. Features responsive facial controls managing mouth movement, lip curling, nostril flaring, and eye blinking.
Animations (4): Split across two dedicated .blend files: Walk01 (0-348 frames, unlooped walking behavior) and Walk02 (0-405 frames, containing 3 distinct walking and idling actions).
Production Notes: Hair dynamics are pre-baked. If any simulation glitches occur due to project environment changes, simply clear cache and re-bake.
Highlights: The fearless icon of the African wild. Features a realistic muscle setup, 4K UDIM skin/specular maps, and two distinct pre-configured hair/fur styles (Mellivora01 & Mellivora02) with corresponding masks for maximum customization.
Polycount: ~35,366 Polygons (Includes separate long digging claws, lacrimal glands, oral cavity, and detailed teeth meshes).
Rigging: High-flexibility rig optimized for low-to-the-ground animal behaviors. Features custom property properties managing full-body IK/FK switching, limb stretching, and automated pole vector follow switches. Left/Right front and hind claw extensions (CTR_openclaw_F/B) are completely driven via Location axes.
Animations (4): Loopable Walking (0-168 frames), Loopable Trotting (0-152 frames), Unlooped Watching (0-150 frames), Loopable Running (0-9 frames).
Highlights: Film-quality primate asset boasting film-grade hair grooming, detailed facial skin shading, and an ultra-precise muscle structure that perfectly mimics primate locomotion.
Polycount: ~112,300 Polygons (Includes detailed oral cavity, lacrimal glands, and individual corneas/pupils).
Rigging: Highly sophisticated skeletal system featuring 4-joint FK/IK tail setups, independent upper/lower eyelid tracks, cheekbone drivers, and separate upper/lower lip rigs (maxilla/mandible) for roaring or vocalizing. Feet include reversed rotation axes and individual toe FK controllers for flawless climbing and walking poses. Comes with an intuitive UI script panel for easy expression mapping.
Animations (4): Unlooped Watching (0-280 frames), Loopable Walking (0-216 frames), Loopable Running (0-126 frames), Unlooped Eating (0-268 frames).
Software Compatibility: Built natively and exclusively for Blender (Fully optimized for Cycles rendering).
File Formats: Production-ready Blender Project Files (.blend) + raw Static Meshes (.obj format included for non-rigged/non-animated modeling pipelines).
Textures: Professional 4K and 8K UDIM/PBR maps (BaseColor, Normal, Specular, Roughness, Subsurface Amount, Displacement, and Custom Hair Density/Mask maps).
World Scale: 1:1 real-world meter scale.
Framerate: 30 FPS.
Viewport Optimization: To maximize performance and maintain smooth frame rates during scene layout, tracking, and animation tweaking, all dense particle grooming and hair systems (Gorilla, Lions, Honey Badger, Zebra, Warthog, Baboon, Oryx) are set to hidden by default in the viewport. They will automatically render at full cinematic fidelity upon hitting Render. Simply toggle the particle viewport display icon to unhide them.
Warthog Vertex Color Control: The Warthog asset utilizes custom embedded Vertex Color data to drive the organic color transition between its skin and coarse hair. Please do not wipe or clear the mesh's vertex color data to preserve the photorealistic blending effect.
Oryx (Gemsbok) Scaling Constraint: Please note that the African Oryx asset rig is highly optimized for its native real-world proportions and does not support direct global scaling. For crowd layouts requiring variable sizes, please adjust sizes via object-level instances or background depth framing.
Re-Baking Hair Simulations: If you modify the animation timelines, root locomotion, or environmental wind forces for the Lion, Zebra, Gorilla, or Oryx, navigate to the particle properties panel, click Clear Cache, and run a quick Re-bake to recalculate perfect hair dynamics.
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