Introduction
This is a high-quality meerkat model with textures, fur, rigging, and 4 realistic animations. The model features realistic muscle structure, with UDIM maps created in 4K resolution, resulting in highly realistic effects. A complex and realistic fur system was created in Blender, achieving a lifelike fur effect. This model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of the body, claws, eyes, gums, lacrimal glands, pupils, sclerae, teeth and tongue.
Polygons
Body: vertices: 19,424; polygons: 19,384
Claws: vertices: 2,448; polygons: 2,320
Eyes: vertices: 1,092; polygons: 1,152
Gums: vertices: 3,088; polygons: 2,992
Lacrimal Glands: vertices: 584; polygons: 580
Pupils: vertices: 964; polygons: 1,024
Sclera: vertices: 1,090; polygons: 1,152
Teeth: vertices: 1,456; polygons: 1,281
Tongue: vertices: 240; polygons: 236
Total: vertices: 30,386; polygons: 30,121
Formats
There is a Blender project and an OBJ file.
Textures
JW0N7O0B_Meerkat_Body_BaseColor_1001.png, 4096* 4096
JW0N7O0B_Meerkat_Body_BaseColor_1002.png, 4096* 4096
JW0N7O0B_Meerkat_Body_Normal_1001.png, 4096* 4096
JW0N7O0B_Meerkat_Body_Normal_1002.png, 4096* 4096
JW0N7O0B_Meerkat_Body_Gloss_1001.png, 1024* 1024
JW0N7O0B_Meerkat_Body_Gloss_1002.png, 1024* 1024
JW0N7O0B_Meerkat_Hair_BaseColor_1001.png, 4096* 4096
JW0N7O0B_Meerkat_Hair_BaseColor_1002.png, 4096* 4096
JW0N7O0B_Meerkat_Body_Hair_Mask_1001.png, 1024* 1024
JW0N7O0B_Meerkat_Body_Hair_Mask_1002.png, 1024* 1024
JW0N7O0B_Meerkat_Body_Mask_1001.png, 1024* 1024
JW0N7O0B_Meerkat_Body_Mask_1002.png, 1024* 1024
JW0N7O0B_Meerkat_Hair_Mask_1001.png, 1024* 1024
JW0N7O0B_Meerkat_Hair_Mask_1002.png, 1024* 1024
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_Root: Controls the overall model.
CTR_B_spine_gravity: Overall gravity center controller.
CTR_M_spine_gravity: Middle gravity center controller.
CTR_F_spine_gravity: Front gravity center controller.
CTR_M_spine_roll: Rear gravity rotation controller.
CTR_B_spine: Posterior spine controller.
CTR_M_spine: Middle spine controller.
CTR_F_spine: Anterior spine controller. Three customized attributes available:
Head_follow: Controls whether the head follows.
Neck_IKFK: Switches between IK and FK for the neck.
Neck_follow: Controls whether the neck follows.
CTR_hip_roll: Controls the hip rotation. Two customized attributes available:
Tail_IK_FK: Switches between IK and FK for the tail.
Tail_follow: Controls whether the tail follows.
CTR_F_properties_transform.L: Switches front leg properties, including three customized attributes:
Leg_IK_FK_F_L: Switches between IK and FK for the front legs.
Leg_IK_roll_follow_F_L: Controls whether the leg joint follows.
Leg_Stretch_F_L: Controls leg stretch.
CTR_F_properties_transform.R: Switches front leg properties, including three customized attributes:
Leg_IK_FK_F_R: Switches between IK and FK for the front legs.
Leg_IK_roll_follow_F_R: Controls whether the leg joint follows.
Leg_Stretch_F_R: Controls leg stretch.
CTR_B_properties_transform.L: Switch hind leg properties, including three customized attributes:
Leg_IK_FK_B_L: Switches between IK and FK for the hind legs.
Leg_IK_roll_follow_B_L: Controls whether the leg joint follows.
Leg_Stretch_B_L: Controls leg stretch.
CTR_B_properties_transform.R: Switch hind leg properties, including three customized attributes:
Leg_IK_FK_B_R: Switches between IK and FK for the hind legs.
Leg_IK_roll_follow_B_R: Controls whether the leg joint follows.
Leg_Stretch_B_R: Controls leg stretch.
CTR_FK_tail_c, CTR_FK_tail_d, CTR_FK_tail_e, CTR_FK_tail_f, CTR_FK_tail_g...: FK controllers for the tail.
CTR_IK_tail_a, CTR_IK_tail_b, CTR_IK_tail_c, CTR_IK_tail_d and CTR_IK_tail_e: IK controllers for the tail.
CTR_neck_roll_a, CTR_neck_roll_b and CTR_neck_roll_c: Neck controllers.
CTR_FK_neck_a, CTR_FK_neck_b, CTR_FK_neck_c, CTR_FK_neck_d and CTR_FK_neck_e: FK controllers for the neck.
CTR_head: Head controller.
CTR_F_foot.L and CTR_F_foot.R: IK controllers for the front legs.
CTR_B_foot.L and CTR_B_foot.R: IK controllers for the hind legs.
CTR_F_FK_shoulder.L, CTR_F_FK_arm.L, CTR_F_FK_forearm.L, CTR_F_FK_wrist.L, CTR_F_FK_foot.L, CTR_F_FK_shoulder.R, CTR_F_FK_arm.R, CTR_F_FK_forearm.R, CTR_F_FK_wrist.R and CTR_F_FK_foot.R: FK controllers for the front legs.
CTR_B_FK_hip.L, CTR_B_FK_leg.L, CTR_B_FK_thigh.L, CTR_B_FK_shin.L, CTR_B_FK.L, CTR_B_FK_hip.R, CTR_B_FK_leg.R, CTR_B_FK_thigh.R, CTR_B_FK_shin.R and CTR_B_FK.R: FK controllers for the hind legs.
CTR_jaw: Jaw controller.
CTR_U_eyelid_linkage.L, CTR_D_eyelid_linkage.L, CTR_U_eyelid_linkage.R, CTR_D_eyelid_linkage.R, CTR_eye.L and CTR_eye.R: Eye controllers.
CTR_Close Your Eyes.L and CTR_Close Your Eyes.R: Eye opening/closing controllers.
CTR_belly: Abdominal controller for breathing movement.
CTR_abdomen_stretch_linkage_a, CTR_abdomen_stretch_linkage_b, CTR_abdomen_stretch_linkage_c and CTR_abdomen_stretch_linkage_d: Controls the abdominal contour.
Facial controllers available for creating expressive facial animations, and the body comes with more auxiliary controllers for more detailed animations.
And more...
Animations
Loopable walking animation at 30 fps, frame range 0-168
Loopable running animation at 30 fps, frame range 0-8
Unlooped watching animation at 30 fps, frame range 0-150
Unlooped finding-food animation at 30 fps, frame range 0-198
Features
Fur Details
The fur uses texture maps and requires adjustment in Blender 3.4, you'll need to set "Texture Properties" -> "Mapping" -> "Map" to UVMap. The fur layers using texture maps include:
Meerkat_Body_Hair01
Meerkat_Body_Hair05
Meerkat_Body_Hair06
Meerkat_Body_Hair07
Meerkat_Body_Hair09
Meerkat_Body_Hair10
Note
For rendering, use Blender 4.0 to avoid flickering issues with fur in Blender 3.5 and 3.6.
The model is in meter units at real-world scale.
In the project, fur display is turned off for efficient workflow and can be enabled when needed.
Apart from the above instructions, the character can be directly rendered in your project.
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