DESCRIPTION

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.

+$200-900:Customize a character animation for less than 4 seconds.
+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers, and animations.

Introduction
This is a high-quality red hen model with 4K PBR maps, rigging and three animations. The body feathers are made as facets to speed up the rendering and make operations smooth. The rigging follows real bones. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, nails, lacrimal glands, pupils, corneas, third eyelids, tongue, feathers.
RedHen_OtherObjects_grp contains empty objects without textures or maps, which are neither rendered nor included in the FBX file.

Polygons
Body: vertices 15,757; polygons 15,728
Nails: vertices 1,064; polygons 992
Lacrimal glands: vertices 2,634; polygons 2,528
Pupils: vertices 1,348; polygons 1,408
Corneas: vertices 964; polygons 1,024
Third eyelids: vertices 1,028; polygons 1,088
Tongue: vertices 246; polygons 236
Feathers: vertices 348,928; polygons 214,810
Total: vertices 371,969; polygons 237,814

Formats
There is a Blender project and an FBX file without rigging or animation.

Textures
Size of maps
JF0L629A2_RedHen_Body_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Body_Feather_Alpha.png, 4096*4096
JF0L629A2_RedHen_Body_Feather_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Body_Feather_ClearCoat.png, 4096*4096
JF0L629A2_RedHen_Chest_Feather_Alpha.png, 4096*4096
JF0L629A2_RedHen_Chest_Feather_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Chest_Feather_ClearCoat.png, 4096*4096
JF0L629A2_RedHen_Eye_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Eye_Normal.png, 4096*4096
JF0L629A2_RedHen_Eye_Specular.png, 4096*4096
JF0L629A2_RedHen_Eye_SubsurfaceAmount.png, 4096*4096
JF0L629A2_RedHen_Foot_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Foot_Normal.png, 4096*4096
JF0L629A2_RedHen_Foot_Roughness.png, 4096*4096
JF0L629A2_RedHen_Foot_Specular.png, 4096*4096
JF0L629A2_RedHen_Foot_SubsurfaceAmount.png, 4096*4096
JF0L629A2_RedHen_Head_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Head_Normal.png, 4096*4096
JF0L629A2_RedHen_Head_Roughness.png, 4096*4096
JF0L629A2_RedHen_Head_Specular.png, 4096*4096
JF0L629A2_RedHen_Hip_Feather_BaseColor.png, 2048*2048
JF0L629A2_RedHen_Neck_Feather_Alpha.png, 4096*4096
JF0L629A2_RedHen_Neck_Feather_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Neck_Feather_ClearCoat.png, 4096*4096
JF0L629A2_RedHen_Other_Feather_Alpha.png, 4096*4096
JF0L629A2_RedHen_Other_Feather_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather01_Alpha.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather01_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather01_ClearCoat.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather02_Alpha.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather02_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Tail_Feather02_Normal.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather01_Alpha.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather01_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather01_Normal.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather02_Alpha.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather02_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather02_Normal.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather03_Alpha.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather03_BaseColor.png, 4096*4096
JF0L629A2_RedHen_Wing_Feather03_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_spine._b.002 comes with a customized attribute Follow_Hip which controls whether the tail rotates following it.
CTR_head is the IK controller of the head, and its customized attribute Neck_IK-Stretch controls whether the neck can be stretched in IK mode; Neck_IKFK controls the non-seamless switch of IK/FK of the neck.
CTR_EyeMembrane.L and CTR_EyeMembrane.R control the third eyelids.
CTR_blink.L and CTR_blink.R control the winkle.
ctr_foot.L is the IK controller of the left leg, and its customized attribute Leg_IKFK_L controls the non-seamless switch of IK/FK of the legs; Leg_Stretch_L controls whether the legs can be stretched in IK mode; Pole_Follow controls whether the pole vector moves following the IK controller in IK mode.
ctr_foot.R is the IK controller of the right leg, and its customized attribute Leg_IKFK_R controls the non-seamless switch of IK/FK of the legs; Leg_Stretch_R controls whether the legs can be stretched in IK mode; Pole_Follow controls whether the pole vector moves following the IK controller in IK mode.
ctr_hip.L is the controller of the hip bone of the left leg in IK mode, and its customized attribute Hip_Stretch_L controls whether the bones can be stretched when moving.
ctr_hip.R is the controller of the hip bone of the right leg in IK mode, and its customized attribute Hip_Stretch_R controls whether the bones can be stretched when moving.
CTR_Toe_bent.L and CTR_Toe_bent.R are assistant controllers of the claws, the Location controls the extension and flexion of the claws.
ctr_fold_tail controls the feathers on the tail.
ctr_fold_wing.L and ctr_fold_wing.R control the folding of the wings by Location.
The wings come with FK controllers, and each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers or each feather separately.
The body comes with more assistant controllers which fix the deformation of the animations.
And more...

Animations
Unlooped LookAround animation at 30 fps, frame range 0-400
Unlooped pecking animation at 30 fps, frame range 0-300
Unlooped walking animation at 30 fps, frame range 0-430

Features
To get a nice effect, the settings below are required for such thick feathers:

  1. Set Total under Light Paths to 12;
  2. Set Transparency under Light Paths to 40;
  3. Set Transmission under Light Paths to 12;
    The model is in meter units at real-world scale.
    This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
    The model can be rendered in the current project, without any other adjustment.

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PolyMart
PolyMartCommunity member
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DIL3DstudioCommunity member
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amazing
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Red Hen Animated VFX Grace 3D model

Custom License (no AI)
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File formats
BLEND
Blender<br />File Size: 270 MB
FBX
Autodesk FBX<br />File Size: 16.7 MB
Verified by CGTrader
Verified models are of higher quality as they have
passed CGT Standard technical and visual checks,
making them more professional-grade 3D assets.
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FBX
This FBX file has successfully passed the CGT Standard technical and visual checks. The verification results are detailed in the section below.
File & scene
Binary FBX
Binary FBX file is more compact and faster to load and process.
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No unsupported objects
Unsupported objects:
- Lights
- Cameras
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Geometry
No N-gons
N-gons are polygons with five or more sides which might cause issues in certain processes like rendering or animation. Learn more
No faceted geometry
Faceted geometry uses flat surfaces without smoothing, which can look unrealistic on curves.
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Manifold geometry
Manifold geometry ensures all surfaces are properly connected, avoiding issues like edges shared by more than two faces.
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Textures & material
PBR textures
PBR textures simulate how light interacts with materials, making the model look realistic under different lighting.
Required PBR textures:
- Base Color
- Roughness
- Metalness
- Normal
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No embed textures
Embedded textures are stored inside the model file, increasing its size and sometimes causing compatibility issues.
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Square textures
Texture aspect ratio is the width-to-height ratio of a texture. Expected texture aspect ratio: 1:1
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Power of 2 texture sizes
Textures with dimensions in power of two (e.g. 512x512px, 1024x1024px) are used to optimize performance and memory usage.
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Assigned materials
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UVs & naming
No UV overlaps
UVs overlap when multiple points on the 3D model's surface are mapped to the same point on the UV island causing texture stretching.
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UV unwrapped model
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Allowed characters
Allowed ASCII characters: a-zA-Z0-9-_
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Provided by designer
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3D Features
The model includes animations (movement or actions) that can be played in supported software or engines.
The model has a skeleton or bone structure, making it ready for posing or animation.
PBR
Uses Physically Based Rendering materials, which give the model realistic lighting and surface properties.
Textures
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Materials
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UV Mapping
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Plugins Used
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3D printing
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Model is not 3D printable
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Geometry
Polygon mesh
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237814 polygons
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/ 371969 vertices
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