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 sika 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 35,888 and polygon count is 34,926, 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 sika's fur styling has been perfectly replicated using UE's Groom technology, with finely tuned materials.
Size of Maps
JW0M9O00_Sika_Male_Body_BaseColor.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_Hair01_BaseColor.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_Hair01_BK_ID.uasset, 1024 *1024
JW0M9O00_Sika_Male_Body_Hair02_BK_ID.uasset, 1024 *1024
JW0M9O00_Sika_Male_Body_Hair03_BK_ID.uasset, 1024 *1024
JW0M9O00_Sika_Male_Body_Hair_BaseColor.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_ID.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_Normal.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_Roughness.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_Specular.uasset, 4096 *4096
JW0M9O00_Sika_Male_Body_SubsurfaceAmount.uasset, 4096 *4096
JW0M9O00_Sika_Male_Eye_BaseColor.uasset, 2048 *2048
JW0M9O00_Sika_Male_Horn_BaseColor.uasset, 4096 *4096
JW0M9O00_Sika_Male_Horn_Normal.uasset, 4096 *4096
JW0M9O00_Sika_Male_Tongue_BaseColor.uasset, 2048 *2048
JW0M9O00_Sika_Male_Tooth_BaseColor.uasset, 2048 *2048
Sika_Male_Rig_grp_ctrl: Control the entire model's global movement and orientation.
DEF_spine_e_ctrl, DEF_spine_d_ctrl, DEF_spine_b_ctrl and DEF_spine_a_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 and DEF_neck_d_ctrl: Control different segments of the neck.
DEF_head_ctrl: Main controller for the head.
CTR_chin_a_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_eye_L_ctrl and DEF_eye_R_ctrl: Eye controllers.
DEF_ear_a_L_ctrl, DEF_ear_b_L_ctrl, DEF_ear_c_L_ctrl and DEF_ear_d_L_ctrl: Controllers for the left ear.
DEF_ear_a_R_ctrl, DEF_ear_b_R_ctrl, DEF_ear_c_R_ctrl and DEF_ear_d_R_ctrl: Controllers for the right ear.
DEF_F_hip_a_L_ctrl and DEF_F_hip_a_R_ctrl: Left and right shoulder controllers respectively.
DEF_B_thigh_L_ctrl and DEF_B_thigh_R_ctrl: Controllers for the left and right pelvic regions.
DEF_F_ankle_L_ctrl_2, DEF_F_ankle_R_ctrl_2, DEF_B_toe_a_L_ctrl_2_2 and DEF_B_toe_a_R_ctrl_2_2: IK master controllers for the four limbs.
DEF_tail_h_ctrl, DEF_tail_g_ctrl, DEF_tail_f_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 sika.
Unlooped walking animation at 30 fps, frame range 0-150
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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