Male Sika | Vfx Grace
🔸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.