Black Cattle Animated | Vfx Grace
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Introduction
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.
Polygons
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
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JU0L219A4_BlackCattle_Eye_BaseColor.png, 4096*4096
JU0L219A4_BlackCattle_Eye_Mask.png, 4096*4096
JU0L219A4_BlackCattle_Eye_Normal.png, 4096*4096
JU0L219A4_BlackCattle_Eye_Roughness.png, 4096*4096
JU0L219A4_BlackCattle_Eye_Specular.png, 4096*4096
JU0L219A4_BlackCattle_Hair_BaseColor.1001.png, 4096*4096
JU0L219A4_BlackCattle_Hair_BaseColor.1002.png, 4096*4096
JU0L219A4_BlackCattle_Hair_Mask.1001.jpg, 2048*2048
JU0L219A4_BlackCattle_Hair_Mask.1002.jpg, 2048*2048
JU0L219A4_BlackCattle_OralCavity_BaseColor.png, 4096*4096
JU0L219A4_BlackCattle_OralCavity_Normal.png, 4096*4096
JU0L219A4_BlackCattle_OralCavity_Specular.png, 4096*4096
JU0L219A4_BlackCattle_OralCavity_SubsurfaceColor.png, 4096*4096
JU0L219A4_BlackCattle_OralCavity_SubsurfaceRadius.png, 4096*4096
JU0L219A4_BlackCattle_Skin_BaseColor.1001.png, 4096*4096
JU0L219A4_BlackCattle_Skin_BaseColor.1002.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Normal.1001.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Normal.1002.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Roughness.1001.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Roughness.1002.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Specular.1001.png, 4096*4096
JU0L219A4_BlackCattle_Skin_Specular.1002.png, 4096*4096
Rigging
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.
And more...
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
Features
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.