This is a high-quality female Pere David's Deer model with textures in the UDIM format partially, rigging and animation. It has very detailed muscle structures and a realistic oral cavity. The model is made with Blender and Cycles renderer at real-world scale.
It consists of 10 objects: Body, upper gum, lower gum, upper teeth, lower teeth, tongue, iris, sclerae, lacrimal caruncles, lacrimal glands.
Body: vertices 61,188; polygons 61,186
Upper gum: vertices 12,113; polygons 12,006
Lower gum: vertices 6,485; polygons 6,372
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Tongue: vertices 6,058; polygons 6,056
Iris: vertices 2,340; polygons 2,368
Sclerae: vertices 1,700; polygons 1,728
Lacrimal caruncles: vertices 1,316; polygons 1,312
Lacrimal glands: vertices 780; polygons 776
Total: vertices 148,834; polygons 147,764
There is a Blender project and an OBJ file.
Full controllers are available to make it easier to create postures and animations. The features are as follows:
Root controls the entire model, it is scalable.
CTR_gravity_b, CTR_gravity_m, CTR_gravity_f control the torso.
The face has fine controllers which support detailed facial expressions creation.
CTR_Tail controls whether the tail follows the body to rotate by customized attributes.
CTR_Neck controls whether the neck and head follow the body to rotate and the switch of the IK/FK of the neck by customized attributes.
CTR_Leg_B_Other.L and CTR_Leg_B_Other.R control the switch of IK/FK of the latter legs and the stretch limit of legs by customized attributes.
CTR_Leg_F_Other.L and CTR_Leg_F_Other.R control the switch of IK/FK of the latter legs and the stretch limit of legs by customized attributes. When the knees jitter during animation, this issue can be fixed by the customized attribute knee_shake.
CTR_OpenToe_B.L, CTR_OpenToe_B.R, CTR_OpenToe_F.L, CTR_OpenToe_F.R control the flexion and extension of toes.
CTR_Spine_B controls the latter spine; CTR_spine_m controls the middle spine; CTR_spine_f controls the anterior spine; CTR_Neck_a controls the root of neck; CTR_Neck_c controls the head.
CTR_masticate controls the masticating animation.
And more ...
Loopable eating animation at 30 fps, frame range 0-274;
Loopable lying animation at 30 fps, frame range 0-335;
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The rendering time is relatively long because the animal is of high quality. If you want a faster rendering 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.
If the initial pose is needed, you need to disable Repair_Lie of body, as well as reset location and rotation of all controllers(shortcut + R/G)