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 male sika model with multiple 4K maps, riggings, animations, and fur. It is made with Blender and Cycles renderer at a real-world scale.
It consists of the body, details, horn, pupils, sclerae, tongue, and teeth.

Polygons
Body: vertices 18,507; polygons 18,472
Details: vertices 178; polygons 160
Horn: vertices 2,078; polygons 2,074
Pupils: vertices 1,138; polygons 1,166
Sclerae: vertices 964; polygons 1,024
Tongue: vertices 792; polygons 774
Teeth: vertices 13,195; polygons 12,280
Total: vertices 36,852; polygons 35,950

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

Textures
JW0M9O00_Sika_Male_Body_BaseColor.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_Hair_BaseColor.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_Hair01_BK_ID.jpg, 1024*1024
JW0M9O00_Sika_Male_Body_Hair02_BK_ID.jpg, 1024*1024
JW0M9O00_Sika_Male_Body_Hair03_BK_ID.jpg, 1024*1024
JW0M9O00_Sika_Male_Body_ID.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_Normal.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_Roughness.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_Specular.jpg, 4096*4096
JW0M9O00_Sika_Male_Body_SubsurfaceAmount.jpg, 4096*4096
JW0M9O00_Sika_Male_Eye_BaseColor.jpg, 2048*2048
JW0M9O00_Sika_Male_Horn_BaseColor.jpg, 4096*4096
JW0M9O00_Sika_Male_Horn_Normal.jpg, 4096*4096
JW0M9O00_Sika_Male_Tongue_BaseColor.jpg, 2048*2048
JW0M9O00_Sika_Male_Tooth_BaseColor.jpg, 2048*2048

Rigging
With detailed controllers, postures and animations are easier to create, the features are as follows:
root controls the entire model.
CTR_body_U controls the center of gravity of the body.
CTR_spine_e, CTR_spine_d, CTR_spine_c, CTR_spine_band CTR_spine_a control the movement of the spine.
Twich_neck.a controls the root of the neck.
CTR_neck_Root controls the rotation of the neck.
CTR_head controls the rotation of the head.
CTR_chin_a and CTR_chin_c control the movement of the jaw.
CTR_F_ankle_ik.R and CTR_F_ankle_ik.L are IK controllers of the forelegs.
CTR_F_parent.R and CTR_F_parent.L come with multiple customized attributes:
FK_limb_follow controls whether the forelegs move following the parent controller in FK mode;
IK_FK switches between IK/FK of the forelegs;
IK_Stretch controls the stretch limit of the forelegs in IK mode;
IK_follow controls whether the IK controller of the forelegs moves following the root controller;
pole_follow controls whether the pole vectors move following the IK controller;
pole_vector switches between different display modes of the leg pole vectors;
root/parent controls whether the IK controller moves following the center of gravity in IK mode when IK_follow is 1.
CTR_IK_B_foot.R and CTR_IK_B_foot.L are IK controllers of the hind legs. They come with multiple customized attributes:
FK_limb_follow controls whether the hind legs move following the parent controller in FK mode;
IK_FK switches between IK/FK of the hind legs;
IK_Stretch controls the stretch limit of the hind legs in IK mode;
IK_follow controls whether the IK controller of the hind legs moves following the root controller;
pole_vector switches between different display modes of the leg pole vectors.
CTR_B_thigh_parent.R and CTR_B_thigh_parent.L come with multiple customized attributes:
FK_limb_follow controls whether the hind legs move following the parent controller in FK mode;
IK_FK switches between IK/FK of the hind legs;
IK_Stretch controls the stretch limit of the hind legs in IK mode;
IK_follow controls whether the IK controller of the hind legs moves following the root controller;
pole_vector switches between different display modes of the leg pole vectors.
CTR_tail_h, CTR_tail_g, CTR_tail_f…… control the rotation of the tail.
Facial UI system and complex controllers are available fore more detailed facial expressions.
And more...

Animations
Unlooped walking animation at 30 fps, frame range 0-150

Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project without cleaning up.
No lights or cameras.

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Male Sika Deer VFX Grace 3D model

Custom License (no AI)
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File formats
OBJ
OBJ<br />File Size: 1.22 MB
BLEND
Blender<br />File Size: 18.7 MB
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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3D printing
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Model is not 3D printable
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Geometry
Polygon mesh
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35950 polygons
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/ 36852 vertices
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