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.
This is a high-quality martes americana model with textures, fur, rigging and one animation. The body is made after real muscle structures and the fur maps and skin maps are made separately. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, claws, lacrimal glands, pupils, corneas, upper teeth, lower teeth.
MartesAmericana_Landscape in the project is not exported.
Body: vertices 22,053; polygons 21,924
Claws: vertices 5,940; polygons 5,720
Lacrimal glands: vertices 496; polygons 496
Pupils: vertices 642; polygons 654
Corneas: vertices 1,028; polygons 1,088
Lower teeth: vertices 1,338; polygons 1,236
Upper teeth: vertices 1,342; polygons 1,232
Total: vertices 32,839; polygons 32,350
There is a Blender project and an OBJ file without rigging or animation.
Size of maps
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_root controls the entire model, and its customized attribute Head_Follow controls whether the head moves following the parent controller; Neck_Follow controls whether the neck moves following the parent controller, and Head_Follow only works when Neck_Follow is on; Tail_Follow controls whether the tail moves following the parent controller; Neck_IKFK control the non-seamless switch of IK/FK of the neck; Tail_IKFK control the non-seamless switch of IK/FK of the tail; IKFK_Leg_B.L, IKFK_Leg_B.R, IKFK_Leg_F.L and IKFK_Leg_F.R control the non-seamless switch of IK/FK of the limbs.
CTR_mat_open_F.L, CTR_mat_open_F.R, CTR_mat_open_B.L and CTR_mat_open_B.R control the flexion and extension of the toes by their Rotation.
CTR_mat_F.L, CTR_mat_F.R, CTR_mat_B.L and CTR_mat_B.R control the squeeze of the foot pads and the flexion and extension of the toes by their Location.
There are facial controllers which support detailed expressions creation.
Unlooped walking animation at 30 fps, frame range 0-484
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
The model can be rendered in the current project, without any other adjustment.
|Published||8 months ago|
|Blender Version||2.93, 3.0, 3.1, 3.2, 3.3, 3.4|
|Misc Data||uvs-unwrapped, rigged, animated, normal-mapped, textured|
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