Indian Peafowl Animated | Vfx Grace
🌞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.
+$40: Customize a character pose according to your preference.
+$200-600:Customize a character animation for less than 4 seconds.
+$300-1200:Modify the appearance of the character according to your requirements, including the facial features, body proportions, fur color, etc. Make it a unique character just for you.
+$500:Create a static background of 1920*1080 for you. If your project requires a dynamic background or larger sizes, they are available at a separate price.
+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers and animations. The hair can be either groom or hair cards.
Introduction
This is an Indian peafowl model with multiple 4K maps, fur, rigging and 3 realistic animations. The fine rigging controls each feather separately. And there is a controller that folds the wings and a controller that folds/unfolds the tail. The model is made with Blender and Cycles renderer at real-world scale.
It consists of body feathers, body, shoulder feathers, tail feather shaft, feather crown, eyes, third eyelids, feathers, tail feathers, lacrimal glands, tongue.
Polygons
Body Feathers: vertices 120,855; polygons 82,872
Body: vertices 36,163; polygons 36,130
Shoulder Feathers: vertices 10,338; polygons 7,720
Conspicuous Eyespots: vertices 11,242; polygons 9,856
Tail Feathers Shaft: vertices 33,870; polygons 32,830
Feather crown: vertices 960; polygons 896
Eyes:vertices 2,376; polygons 2,496
Third eyelids: vertices 514; polygons 512
Feathers: vertices 5,393; polygons 4,918
Tail Feathers: vertices 1,540; polygons 1,200
Lacrimal Glands: vertices 572; polygons 480
Tongue: vertices 122; polygons 120
Total: vertices 223,945; polygons 180,030
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0LA12A4_IndianPeafowl_AbdomenFeather_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_AbdomenFeather_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_BackFeather_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_BackFeather_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_BackFeather_ID.png, 4096*4096
JF0LA12A4_IndianPeafowl_Body_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_Body_ID.png, 1024*1024
JF0LA12A4_IndianPeafowl_CoversMED_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_CoversMED_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_CoversMED_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsDP_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsDP_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsDP_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsMIV_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsMIV_BaseColor.png, 2048*2048
JF0LA12A4_IndianPeafowl_CovertsUP_Hair_Mask01.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsUP_Hair_Mask02.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsUPEye_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsUPEye_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsUPEye_ID.png, 4096*4096
JF0LA12A4_IndianPeafowl_CovertsUPEye_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_Dirt01_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_Dirt02_BaseColor.png, 3072*3072
JF0LA12A4_IndianPeafowl_Dirt03_BaseColor.png, 4096x*2522
JF0LA12A4_IndianPeafowl_Eye_BaseColor.png, 512*512
JF0LA12A4_IndianPeafowl_Hair_Eyelid_ID.png, 1024*1024
JF0LA12A4_IndianPeafowl_Hair_Neck01_ID.png, 1024*1024
JF0LA12A4_IndianPeafowl_Hair_Neck02_ID.png, 1024*1024
JF0LA12A4_IndianPeafowl_Head_AO.png, 4096*4096
JF0LA12A4_IndianPeafowl_Head_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_Head_Height.png, 4096*4096
JF0LA12A4_IndianPeafowl_Head_ID.png, 1600*1600
JF0LA12A4_IndianPeafowl_Head_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_Rectrices_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_Rectrices_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_Rectrices_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesPR_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesPR_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesPR_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesSE_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesSE_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_RemigesSE_Normal.png, 4096*4096
JF0LA12A4_IndianPeafowl_WingCoverts_Alpha.png, 4096*4096
JF0LA12A4_IndianPeafowl_WingCoverts_BaseColor.png, 4096*4096
JF0LA12A4_IndianPeafowl_WingCoverts_Bump.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create. The features are as follows:
There are four skeletons:
IndianPeafowl_Rig_grp is the main skeleton that controls the body and drives the other skeletons;
IndianPeafowl_CovertsUP01_grp and IndianPeafowl_CovertsUP02_grp are tail feather skeletons that control the tail feathers.
IndianPeafowl_TailPile_Rig_grp is the skeleton of downy feathers on the tail.
CTR_Root_a and CTR_Root_b control the entire model, and CTR_Root_a has multiple customized attributes:
Head_LocateFollow controls whether the head moves following the center of gravity of the body in IK mode;
Head_RotateFollow controls whether the head moves following the center of gravity of the body in IK mode when Head_LocateFollow is enabled;
IKFK_leg.L and IKFK_leg.R control the IK/FK switch of the legs;
IKFK_neck controls the IK/FK switch of the neck;
IK_Stretch_leg.L and IK_Stretch_leg.R control the IK stretch of the legs;
IK_Stretch_neck controls whether the neck can be stretched in IK mode;
Open_Screen controls tail unfolding.
CTR_wing_fold.L and CTR_wing_fold.R control the folding of the wings by their Location.
CTR_FeaTail_fold controls the folding/unfolding of the feathers on the tail.
CTR_screen_fold controls the folding/unfolding of tail feathers
MCH_Axes controls the size of conspicuous eyespots on the tail feathers
Each feather comes with skinned bones, FK controllers, detail controllers and bending controllers. Besides, there are some controllers which are to bend, fold multiple feathers in batches.
IndianPeafowl_CovertsUP01_grp and IndianPeafowl_CovertsUP02_grp are skeletons of tails feathers, IndianPeafowl_CovertsUP01_grp is the main controller, IndianPeafowl_CovertsUP02_grp is controlled by IndianPeafowl_CovertsUP01_grp.
CTR_Root_CovertsUP_parent_a and CTR_Root_CovertsUP control the entire tail feathers.
CTR_fold_CovertsUP_U.L and CTR_fold_CovertsUP_U.R fold and unfold the feathers in batches.
CTR_Root_CovertsUP_U00, CTR_Root_CovertsUP_U00.R, CTR_Root_CovertsUP_U00.L, CTR_Root_CovertsUP_U4, CTR_Root_CovertsUP_U4.R and CTR_Root_CovertsUP_U4.L are main controllers of the feathers.
CTR_fold_CovertsUP_U00.L, CTR_fold_CovertsUP_U00.R, CTR_fold_CovertsUP_U4.L and CTR_fold_CovertsUP_U4.R fold and unfold the feather shaft.
Each feather shaft comes with skinned bones, FK controllers, detail controllers and bending controllers. Besides, there are some controllers which control the shape of the feathers overall. Conspicuous eyespots on the tail feather can be controlled separately or entirely.
IndianPeafowl_Body comes with customized attributes that control the size of the tip and root of every tail feather shaft and conspicuous eyespots on the tail feather separately; U0_Hair_CovertsUP_Root and U0_Hair_CovertsUP_Tip control the size of the tip and root of all feather shaft of U0 layer; U1_Hair_CovertsUP_Eye_Root and U1_Hair_CovertsUP_Eye_Tip control the size of the tip and root of all conspicuous eyespots of U1 layer; U1_Hair_CovertsUP_Root and U1_Hair_CovertsUP_Tip control the size of the tip and root of all feather shaft of U1 layer;
And more...
Animations
Unlooped SpreadTail animation at 30 fps, frame range 0-155
Loopable walking animation at 30 fps, frame range 0-32
Unlooped eating animation at 30 fps, frame range 0-315
Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The hair dynamic is baked according to the animation duration and is ready for use.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
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.
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