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 and nice-looking white horse model with 4K UDIM maps, fur, rigging and a realistic animation. It comes with a realistic muscle structure and a complex hair system created in Blender for a natural and realistic effect. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, 2 pupils, 2 sclerae, 2 lacrimal caruncles, teeth, tongue.
Body: vertices 62,432; polygons 62,386
Pupils: vertices 100; polygons 88
Sclerae: vertices 324; polygons 330
Lacrimal caruncles: vertices 1,140; polygons 1,112
Teeth: vertices 121,619; polygons 119,945
Tongue: vertices 5,281; polygons 5,248
Total: vertices 190,900; polygons 189,109
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_Horse controls the entire model.
CTR_Spine_Weight controls the center of gravity.
CTR_Hip controls the rear spine.
CTR_Stretch_Spine controls the middle spine.
CTR_Spine.006 controls the front spine.
CTR_Drive.001 is a customized controller with multiple customized attributes:
prop_Follow_Head controls whether the head rotates following the neck;
prop_Follow_Neck controls whether the neck rotates following the spine;
prop_IKFK_Leg_Behind_L, prop_IKFK_Leg_Behind_R, prop_IKFK_Leg_Front_L and prop_IKFK_Leg_Front_R switches between IK/FK of the limbs;
prop_Leg_Stretch_Behind_L, prop_Leg_Stretch_Behind_R, prop_Leg_Stretch_Front_L and prop_Leg_Stretch_Front_R limit the stretch of the limbs in IK mode.
CTR_Tail.001, CTR_Tail.002, CTR_Tail.003 and CTR_Tail.004…… are FK controllers of the tail.
CTR_Neck.005, CTR_Neck.006, CTR_Neck.007 and CTR_Neck.008 are FK controllers of the neck.
CTR_Head.001 controls the head.
CTR_Foot_Total_F.L and CTR_Foot_Total_F.R are IK controllers of the forelegs.
CTR_Foot_Total_B.L and CTR_Foot_Total_B.R are IK controllers of the hind legs.
CTR_Jaw.001, CTR_Jaw.002, CTR_Jaw.003 and CTR_Jaw.004 control the jaw.
CTR_Eye, DEF_Eye.R.004 and DEF_Eye.L.004 control the eyes.
CTR_Belly.001.L, CTR_Belly.002.L, CTR_Belly.001.R and CTR_Belly.002.R control the abdomen.
And more ...
Loopable running animation at 30 fps, frame range 0-24
The dynamic of Mane and tail have been cached.
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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