This is a goat model with multiple 4K UDIM maps, fur, rigging and animations. It's made with Blender and Cycles renderer at real-world scale.
The model consists of 11 objects: Body, lacrimal glands, tears, upper oral cavity, lower cavity, pupils, lens, tongue, upper teeth, lower teeth, horns.
Body: vertices 84,397; polygons 84,396
Lacrimal glands: vertices 780; polygons 776
Tears: vertices 1,316; polygons 1,312
Upper oral cavity: vertices 12,113; polygons 12,006
Lower oral cavity: vertices 6,485; polygons 6,372
Pupils: vertices 2,020; polygons 2,048
Lens: vertices 1,700; polygons 1,728
Tongue: vertices 6,058; polygons 6,056
Upper teeth: vertices 34,424; polygons 33,928
Lower teeth: vertices 22,430; polygons 22,032
Horns: vertices 10,464; polygons 10,460
Total: vertices 182,187; polygons 181,114
There is a Blender project and an OBJ file.
With full controllers, postures and animations are easy to create. The features are as follows:
CTR_Leg_F_Other.L has 3 customized attributes:
IK%FK controls the IK/FK switch of the forelegs;
Leg-stretch controls the stretch limit of the forelegs in IK mode;
knee_shake limits the knee jitter.
CTR_Leg_B_Other.L has 2 customized attributes:
IK-FK controls the IK/FK switch of the hind legs;
Leg-stretch controls the stretch limit of the hind legs in IK mode.
CTR_Neck has 3 customized attributes:
Head_Follow controls whether the head moves following the parent controller;
Neck_Follow controls whether the neck moves following the parent controller;
Neck_IKFK switches the IK/FK of the neck.
eye.L/R.001 controls the winkle.
Facial rigging is available.
Unlooped watching animation at 30 fps, frame range 0-385
Loopable trotting animation at 30 fps, frame range 0-160
Loopable walking animation at 30 fps, frame range 0-144
Unlooped eating animation at 30 fps, frame range 0-350
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.
If used 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.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D softwares such as Maya, 3DsMax, C4D and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those softwares.