Notice Before Purchase
Our models were created using Blender. Please note that if you require the models to be converted to UE5 format, there is an additional conversion service fee of $150 per model. Furthermore, if you choose to convert three models at once, the total cost will be $300 instead of $450, meaning that one of the models will be converted free of charge.
Introduction
This is a realistic Donkey model with multiple 4K PBR maps, fur, rigging, animations and some baked hair dynamics. It's made with Blender and Cycles renderer.
It consists of the body, lacrimal gland, pupil, sclera, teeth and tongue.
Polygons
Body: vertices 73,592; polygons 73,590
Lacrimal gland: vertices 356; polygons 352
Pupil: vertices 2,020; polygons 2,048
Sclera: vertices 1,700; polygons 1,728
Teeth: vertices 69,897; polygons 68,522
Tongue: vertices 5,281; polygons 5,248
Total: vertices 152,846; polygons 151,488
Formats
There is a Blender project and an OBJ file.
Textures
JF0L902A1_Donkey_Body_BaseColor.png, 4096*4096
JF0L902A1_Donkey_Body_Normal.png, 4096*4096
JF0L902A1_Donkey_Head_BaseColor.png, 4096*4096
JF0L902A1_Donkey_Head_Normal.png, 4096*4096
JF0L902A1_Donkey_OralCavity_BaseColor.png, 2048*2048
JF0L902A1_Donkey_OralCavity_Normal.png, 2048*2048
Rigging
With full controllers and facial rigging, it's easier for the artist to handle. The features are as follows:
CTR_torso controls the body, coming with customized attributes:
Head_follow controls whether the head moves following the parent controller;
Neck_Roc_Loc controls the location of the root of the neck;
Neck_follow controls whether the neck moves following the parent controller;
Tongue_IKFK switches between IK/FK of the tongue.
CTR_IKFK_F.L/R comes with customized attributes:
IKFK switches between IK/FK of the fore legs;
IK_stretch controls the stretch limit of the fore legs in IK mode;
repair_jiggle removes the knee jitter;
shoulder_follow controls whether the shoulder moves following the parent controller.
CTR_IKFK_B.L/R come with customized attributes:
IKFK switches between IK/FK of the hind legs;
IK_stretch controls the stretch limit of the hind legs in IK mode;
CTR_jaw controller comes with a customized attribute: Floor, which controls whether the CTR_chin controller collides with the upper lip.
CTR_Blink.L/R control the winkling.
CTR_nose_open.L/R control the breath effect of the nostril.
CTR_nose controls the location of the nose peak.
Detailed facial riggings are available.
And more ...
Animations
Loopable walking animation at 30 fps, frame range 0-401
Unlooped eating animation at 30 fps, frame range 0-359
Unlooped watching animation at 30 fps, frame range 0-360
Loopable trotting animation at 30 fps, frame range 0-378
Features
The dynamic of Mane and tail have been cached.
Donkey_Body_collider is the collider of hair dynamic simulation. Display and Render are disabled by default.
The model is in meter units at real-world scale.
The model can be rendered in the current project without cleaning up.
No lights or cameras.
The rendering time is relatively long because of a large amount of hair. If used in the background, here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
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