Introduction
This is a high-quality mountain goat model with multiple 4K UDIM textures, hair, rigging and animations. It also comes with realistic muscle structure. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, eyes, horns, lacrimal glands, oral cavity, teeth and tongue.
Polygons
Body: vertices 79,919; polygons 79,918
Eyes: vertices 3,720; polygons 3,776
Horns: vertices 6,820; polygons 6,816
Lacrimal glands: vertices 2,096; polygons 2,088
Oral cavity: vertices 18,598; polygons 18,378
Teeth: vertices 56,854; polygons 55,960
Tongue: vertices 6,058; polygons 6,056
Total: vertices 174,065; polygons 172,992
Project Format
There is a Blender project and an OBJ file.
Textures
JF0O4V0A_MountainGoat_Body_Hair_ID.1001.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Hair_ID.1002.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Hair01_BaseColor.1001.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Hair01_BaseColor.1002.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Hair02_BaseColor.1001.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Hair02_BaseColor.1002.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Skin_BaseColor.1001.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Skin_BaseColor.1002.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Skin_Normal.1001.png, 4096* 4096
JF0O4V0A_MountainGoat_Body_Skin_Normal.1002.png, 4096* 4096
JF0O4V0A_MountainGoat_Hron_BaseColor.png, 4096* 4096
JF0O4V0A_MountainGoat_Hron_Normal.png, 4096* 4096
JF0O4V0A_MountainGoat_Tongue_BaseColor.png, 4096* 4096
JF0O4V0A_MountainGoat_Tongue_Normal.png, 4096* 4096
JF0O4V0A_MountainGoat_Tongue_Roughness.png, 4096* 4096
JF0O4V0A_MountainGoat_Tongue_Specular.png, 4096* 4096
JF0O4V0A_MountainGoat_Eye_BaseColor.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Body_A_Density01.1001.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Body_A_Density01.1002.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Body_A_Density02.1001.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Body_A_Density02.1002.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Leg_A_Noise.1001.png, 2048* 2048
JF0O4V0A_MountainGoat_Hair_Leg_A_Noise.1002.png, 2048* 2048
JF0O4V0A_MountainGoat_OralCavity_BaseColor.png, 2048* 2048
JF0O4V0A_MountainGoat_OralCavity_Normal.png, 2048* 2048
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_root controls the entire model.
CTR_gravity controls the center of gravity for the body.
CTR_IK_spine_F, CTR_IK_spine_M, CTR_IK_spine_B... are controllers for the front, middle and rear of the spine.
CTR_IK_spine_F comes with three customized attributes:
head_follow controls whether the head follows the parent rotation;
neck_IK_FK switches between IK/FK of the neck;
neck_follow controls whether the neck follows the parent rotation.
CTR_neck_a controls the neck.
CTR_head controls the head.
CTR_belly controls the abdomen.
CTR_chest controls the chest cavity.
CTR_mouth controls the lower jaw.
CTR_eye.L and CTR_eye.R control the eyes.
CTR_blink.L, CTR_blink.R control the eye blinking.
CTR_IK_shoulder.L and CTR_IK_shoulder.R control the shoulder blades.
IK_hip.L and IK_hip.R control the hips..
CTR_IK_foot_F.L, CTR_IK_foot_F.R, CTR_IK_foot_B.L and CTR_IK_foot_B.R are IK controllers for the limbs.
CTR_setting_F.L is the attribute controller for the front left leg with customized attributes:
IK_FK switches between IK/FK of the leg;
IK_stretch controls the leg stretching in IK mode;
repair_jiggle fixes the knee jittering in IK mode.
CTR_setting_F.R is the attribute controller for the front right leg with customized attributes:
IK_FK switches between IK/FK of the leg;
IK_stretch controls the leg stretching in IK mode;
repair_jiggle fixes the knee jittering in IK mode.
CTR_setting_B.L is the attribute controller for the hind left leg with customized attributes:
IK_FK switches between IK/FK of the leg;
IK_stretch controls the leg stretching in IK mode.
CTR_setting_B.R is the attribute controller for the hind right leg with customized attributes:
IK_FK switches between IK/FK of the leg;
IK_stretch controls the leg stretching in IK mode.
Additionally, there are more facial controllers for creating rich facial expressions. The spine, neck and limbs have secondary controllers for finer control.
And more.
Animations
Unlooped eating animation at 30 fps, frame range 0-240
Unlooped watching animation at 30 fps, frame range 0-240
Loopable running animation at 30 fps, frame range 0-15
Unlooped running animation at 30 fps, frame range 0-225
Loopable walking animation at 30 fps, frame range 0-152
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled. To display fur, simply click the display button.
The hair dynamics for the front legs of "JF0O4V0A_MountainGoat_Run02_4.1.1.blend", "JF0O4V0A_MountainGoat_Run01_4.1.1.blend" and the front legs and neck of "JF0O4V0A_MountainGoat_Walk_4.1.1.blend" have already been baked and cached, which can be used directly.
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