Male Sika | Vfx Grace

by VFX Grace in Models


 🔸Please be sure to select the appropriate license before purchasing. Improper license will be deemed invalid and constitute an infringement of the copyright of VFX Grace.

 🔸If you have any questions about our licenses, please feel free to contact us, and we are glad to provide any useful information.



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 systems and complex controllers are available for 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 a 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.


  • 🔸individual with annual revenue ≤ $150,000; 🔸May not be shared with any individual or entity

    $280
  • 🔸Available to everyone within the entity; 🔸May not be shared with any other individual or entity; 🔸This license is only valid if the entity's annual revenue does not exceed $2 million; 🔸If the entity's annual revenue exceeds $2 million, please contact us to purchase the corresponding license.

    $840
$280

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Details
Published over 1 year ago
Software Version 3.5, 3.4
Misc Data Uvs-Unwrapped, Rigged, Animated, Normal-Mapped, Textured
License Royalty Free