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Unreal Engine format only
Available in Unreal Engine format and Blender format
Blender model details:
UE Overview
Presenting a highly realistic grey donkey 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 58,487 and polygon count is 58,326, 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 grey donkey's fur styling has been perfectly replicated using UE's Groom technology, with finely tuned materials.
Size of Maps
Equus_asinus_Body_Hair_BaseColor.uasset, 4096* 4096
Equus_asinus_Body_Skin_BaseColor.uasset, 4096* 4096
Equus_asinus_Head_Hair_BaseColor.uasset, 4096* 4096
Equus_asinus_Head_Skin_BaseColor.uasset, 4096* 4096
Equus_asinus_Body_Normal.uasset, 4096* 4096
Equus_asinus_Eye_BaseColor.uasset, 4096* 4096
Equus_asinus_Head_ID.uasset, 2048* 2048
Equus_asinus_Head_Normal.uasset, 8192* 8192
Equus_asinus_OralCavity_BaseColor.uasset
Equus_asinus_OralCavity_Mask.uasset, 2048* 2048
Equus_asinus_OralCavity_Normal.uasset, 4096* 4096
Rigging
Global Control:
Equus_asinus01_Rig_ctrl: Control the entire model's global movement and orientation.
Spine Control:
DEF_spine_a_002_ctrl, DEF_spine_a_004_ctrl, DEF_spine_a_003_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_a_001_ctrl, DEF_neck_a_002_ctrl, DEF_neck_a_003_ctrl and DEF_neck_a_004_ctrl: Control different segments of the neck.
DEF_head_a_ctrl: Main controller for the head.
DEF_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_ctrl, DEF_eye_a_L_ctrl and DEF_eye_a_R_ctrl: Eye controllers.
Ear Control:
DEF_ear_a_L_ctrl, DEF_ear_a_L_001_ctrl, DEF_ear_a_L_002_ctrl and DEF_ear_a_L_003_ctrl: Controllers for the left ear.
DEF_ear_a_R_ctrl, DEF_ear_a_R_001_ctrl, DEF_ear_a_R_002_ctrl and DEF-ear_002_R_ctrl: Controllers for the right ear.
Limbs Control:
DEF_scapular_a_L_ctrl and DEF_scapular_a_R_ctrl: Left and right shoulder controllers respectively.
DEF_hip_a_L_ctrl and DEF_hip_a_R_ctrl: Controllers for the left and right pelvic regions.
DEF_Q_ankle_a_L_ctrl_2, DEF_Q_ankle_a_R_ctrl_2, DEF_shin_a_L_ctrl_2 and DEF_shin_a_R_ctrl_2: IK master controllers for the four limbs.
Tail Control:
DEF_tail_a_001_ctrl, DEF_tail_a_002_ctrl, DEF_tail_a_003_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 grey donkey.
Animation
Unlooped EatGrass animation at 30 fps, frame range 0-200
Loopable walking animation at 30 fps, frame range 0-200
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.
The model adopts the Groom hair system. Please ensure that the 'groom' plugin in the plugins is enabled.
The hair is binding to the model, so please make sure to enable the 'support Computer Skin Cache' option in the project settings.
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.
Unreal Engine format only
Available in Unreal Engine format and Blender format
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