🌞Additional Services🌞
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. The hair can be either groom or hair cards.
Introduction
This is a realistic alpaca model with multiple 4K UDIM maps, fur, rigging, and three animations. It's made with Blender and Cycles renderer at a real-world scale.
It consists of body, pupils*2, irises*2, lacrimal glands*2, tongue, teeth.
Polygons
Body: vertices 41,040; polygons ; 40,986
Pupils*2: vertices 740; polygons ; 752
Irises*2: vertices 274; polygons ; 272
Lacrimal glands*2: vertices 132; polygons ; 130
Tongue: vertices 1,578; polygons ; 1,576
Teeth: vertices 18,328; polygons ; 17,632
Total: vertices 62,498; polygons ; 61,750
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
JF0L811A2_Alpaca_Body_BaseColor.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_BaseColor.1002.png, 4096*4096
JF0L811A2_Alpaca_Body_Normal.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_Normal.1002.png, 4096*4096
JF0L811A2_Alpaca_Body_Specular.1001.png, 4096*4096
JF0L811A2_Alpaca_Body_Specular.1002.png, 4096*4096
JF0L811A2_Alpaca_Hair_BaseColor.1001.png, 4096*4096
JF0L811A2_Alpaca_Hair_BaseColor.1002.png, 4096*4096
JF0L811A2_Alpaca_Pupil_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tongue_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tongue_Normal.png, 4096*4096
JF0L811A2_Alpaca_Tongue_SubsurfaceColor.png, 4096*4096
JF0L811A2_Alpaca_Tooth_BaseColor.png, 4096*4096
JF0L811A2_Alpaca_Tooth_Normal.png, 4096*4096
Rigging
With full 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 of the body, and its customized attribute Tail_Follow controls whether the tail moves following the body.
CTR_Spine_F has three customized attributes:
Head_Follow controls whether the head moves following the parent controller;
Neck_Follow controls whether the neck moves following the parent controller;
Neck_IKFK switches between the IK/FK of the neck.
CTR_Leg_B.L and CTR_Leg_B.R are IK controllers of the hind feet, and their customized attributes IKFK_Switch_LB and IKFK_Switch_RB switch between IK/FK of the legs which is non-seamless; IK_Stretch_LB and IK_Stretch_RB limit the IK stretch of the legs; IK_Stretch_Roll_LB and IK_Stretch_Roll_RB switch between different IK effects.
CTR_Leg_F.L and CTR_Leg_F.R are IK controllers of the forefeet, and their customized attributes IKFK_Switch_LF and IKFK_Switch_RF switch between IK/FK of the legs which is non-seamless; IK_Stretch_LF and IK_Stretch_RF limit the IK stretch of the legs.
CTR_IK_Neck_B, CTR_IK_Neck_M, and CTR_IK_Neck_F control the different parts of the neck in IK mode.
CTR_IK_Head is the IK controller of the neck which controls the movement of the head and whether the neck follows the parent controller.
CTR_Eye, CTR_Eyeball.L and CTR_Eyeball.R control the movement of the eyes.
CTR_Nictation.L and CTR_Nictation.R control the winkle.
There is a detailed facial rigging that supports detailed facial expressions.
And more…
Animations
Unlooped watching animation at 30 fps, frame range 0-330
Loopable walking animation at 30 fps, frame range 0-28
Unlooped eating animation at 30 fps, frame range 0-330
Features
To run faster, the fur is hidden with Render enabled.
The rendering time is relatively long because of the large amount of hair. Here are some optimization methods:
Decrease the number of hair children, and increase the thickness of hair
Decrease the steps of the interpolated spine.
The body hair requires an external add-on Hair_Clump, which is attached.
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