Available in Unreal Engine format and Blender format
Blender model details:
UE Overview
Presenting a highly realistic springbok 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.
Key Features
Model Details: Total vertex count is 59,989 and polygon count is 59,511, ensuring the model's intricacy and realism.
Textures and Materials: Textures are created using 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 springbok's fur styling has been perfectly replicated using UE's Groom technology, with finely tuned materials.
Size of Maps
Springbok_Body_BaseColor.uasset, 4096* 4096
Springbok_Body_Normal.uasset, 6000x 6000
Springbok_Body_Roughness.uasset, 4096* 4096
Springbok_Body_Specular.uasset, 4096* 4096
Springbok_Body_SSS.uassetv, 4096* 4096
Springbok_Eye_BaseColor.uasset, 2048* 2048
Springbok_Eye_Mask.uasset, 2048* 2048
Springbok_Horn_BaseColor.uasset, 4096* 4096
Springbok_Horn_Height.uasset, 4096* 4096
Springbok_Horn_Normal.uasset, 4096* 4096
Springbok_Horn_Roughness.uasset, 4096* 4096
Springbok_TongueTeeth_BaseColor.uasset, 4096* 4096
Springbok_TongueTeeth_Normal.uasset, 4096* 4096
Rigging
Global Control:
Springbok_Rig_ctrl: Control the entire model's global movement and orientation.
Spine Control:
DEF_spine_f_ctrl, DEF_spine_d_ctrl, DEF_spine_b_ctrl and DEF_hip_b_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.
ORG-DEF_head_b_ctrl: Main controller for the head.
DEF_chin_a_ctrl and DEF_chin_b_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.
Ear Control:
DEF_ear_a_L_001_ctrl, DEF_ear_b_L_001_ctrl, DEF_ear_c_L_001_ctrl…: Controllers for the left ear.
DEF_ear_a_R_001_ctrl, DEF_ear_b_R_001_ctrl, DEF_ear_c_R_001_ctrl…: Controllers for the right ear.
Limbs Control:
DEF_scapular_f_a_L_L_ctrl and DEF_scapular_f_a_R_L_ctrl: Left and right shoulder controllers respectively.
DEF_scapular_b_b_L_L_ctrl and DEF_scapular_b_b_R_L_ctrl: Controllers for the left and right pelvic regions.
DEF_ankle_f_L_L_ctrl_2, DEF_ankle_f_R_L_ctrl_2, DEF_ankle_b_L_L_ctrl_3 and DEF_ankle_b_R_L_ctrl_3: IK master controllers for the four limbs.
Tail Control:
DEF_hip_g_ctrl, DEF_tail_f_ctrl, DEF_tail_e_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 Springbok.
Animation
Loopable walking animation at 30 FPS, frame range 0-163;
Loopable running animation at 30 FPS, frame range 0-12;
Unlooped eating animation at 30 FPS, frame range 1-163;
Unlooped watching animation at 30 FPS, frame range 0-150;
Technical Specifications
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.
Usage Notes
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.
Available in Unreal Engine format and Blender format
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