Black Cattle Animated | Vfx Grace
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.
This is a black cattle model with textures, fur, rigging and four animations. It's made with Blender and Cycles renderer at real-world scale.
The model consists of body, eyes, oral cavity, lacrimal glands, teeth and tongue.
Body: vertices 29,542; polygons 29,460
Eyes: vertices 2,186; polygons 2,304
Oral cavity: vertices 1,801; polygons 1,797
Lacrimal glands: vertices 168; polygons 166
Teeth: vertices 3,520; polygons 3,456
Tongue: vertices 642; polygons 640
Total: vertices 37,859; polygons 37,823
There is a Blender project and an OBJ file without rigging or animation.
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_Tail comes with customized attribute Tail_Follow which controls whether the tail moves following the parent controller.
CTR_Neck comes with customized attribute: Head_Follow controls whether the head moves following the parent controller; Neck_Follow ontrols whether the neck moves following the parent controller; Head_Follow only works when Neck_Followis set to 1; Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_Leg_B_Other.L and CTR_Leg_B_Other.R come with customized attributes: IK-FK controls the non-seamless switch of IK/FK of the hind legs; Leg-Stretch controls the stretch limit of the legs in IK mode.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R come with customized attributes: IK%FK controls the non-seamless switch of IK/FK of the forelegs; Leg-stretch controls the stretch limit of the legs in IK mode; knee_shake removes the knee jitter during animation.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L and CTR_OpenToe_F.R control the extension and flexion of the toes.
eye.L.001 and eye.R.001 control the winkle.
CTR_masticate controls the mastication by Location.
Fine facial controllers support detailed expressions creation.
The body has more finer controllers which help create subtle animations.
Unlooped watching animation at 30 fps, frame range 0-360
Loopable walking animation at 30 fps, frame range 0-190
Unlooped eating animation at 30 fps, frame range 0-367
Loopable trotting animation at 30 fps, frame range 0-180
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The hair dynamics have been baked and are ready to be used.
The soft body dynamics of the body in four projects have been baked and are ready to be used. If you want to modify the animations, you need to disable the soft body dynamics.
Notes after purchase
If you have problems using your character after purchasing it, please check our Support page.
If you have any other questions, please feel free to contact us.
|Published||4 months ago|
|Blender Version||2.93, 3.0, 3.1, 3.2, 3.3, 3.4|
|Render Engine Used||cycles|
|Misc Data||uvs-unwrapped, rigged, animated, normal-mapped, textured|
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