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Dinosaur UtahRaptor

Categories Characters & Creatures

Dinosaur UtahRaptor

UtahRaptor model and skin pack

UtahRaptor is a creature model from the Real Dinosaurs series, shaped as a realistic raptor-style asset rather than a stylized prop. The model is set up with PBR support and includes a skin pack with seven different skin colors, giving it a straightforward way to vary the look of the animal without changing the underlying character setup.

The mesh is listed at 36,387 polygons and 36,730 vertices. World scale is handled in centimeters, and the model is described as scaled correctly to 7 m. Those details matter in a production workflow because they show the asset is already prepared with size and mesh data in mind, rather than being left as a loose sculpt that still needs basic cleanup before use.

The result is a UtahRaptor built to sit in a scene as a believable dinosaur creature, with enough structure for real-time presentation and a small set of skin options for visual variation.

Animation library made in Maya

The animation set is a major part of the package. It is made in Maya and includes movement, behavior, and reaction states rather than only a few basic cycles. The listed actions cover walking, running, speed running, backward movement, ambush, idle, sitting, standing up, sleeping, roaring, attacking, dying, drinking water, eating, sniffing, attacking while standing, leg broken, getting hit, awakening, jumping, and dodging left and right.

There are 83 animations in total. That kind of range places the asset in a workflow where the dinosaur is not just a static model, but a character that can already support a broader set of creature scenes. Walking and running can cover travel or chase moments, while idle, sitting, sleep, and awakening help build calmer environmental behavior. Attack, roar, hit, broken-leg, and death states support action sequences where the UtahRaptor needs to read as a living predator rather than a background object.

Because the motion set includes both movement and combat-style reactions, it can fit into game animation work, cinematic blocking, or creature testing where the goal is to move quickly from model approval into animated presentation.

Unreal Engine textures and file formats

The texture setup is organized for Unreal Engine use and includes 19 items. The listed maps are Base Color, Normal Map, Occlusion Roughness Metallic, and Displacement Map. The displacement map is provided at 8096 x 8096 in 32-bit.tif format, while the textures are also described as PNG files at 8192 x 8192 and 2048 x 2048 resolution.

That combination supports a practical material workflow: base color for surface color, normal information for surface detail, ORM for packed shading data, and displacement for stronger surface variation where it is needed. With PBR support already called out, the package is set up to work as a texture-driven creature asset rather than requiring a separate material rebuild from scratch.

The available formats are uasset for Unreal Engine and.fbx in multiformat form. That keeps the asset tied to an Unreal-oriented pipeline while still giving an interchange format for other parts of a production process that may need a mesh export.

Control rig bonus and workflow notes

A control rig v0.1 is included as a bonus, but it is still in test state and is offered only for testing and learning. It is not part of the main product, and it comes with a clear limitation: if there are hanging problems with the control rig, there is no further support for it. The rig is treated as an extra because of customer requests, not as the core focus of the package.

There is also a specific requirement attached to that bonus setup. The control rig and the Python editor script plugin need to be installed and enabled, or the control rig will not work. That makes the bonus feature something to use only in a prepared Unreal setup where those parts are already active.

In a real production workflow, that leaves the main package doing the important work: the UtahRaptor model carries the mesh, scale, textures, and skin choices; the Maya animation set covers the creature behavior; and the Unreal-ready formats help it move into a game or cinematic scene. The bonus rig is simply there for testing and learning, while the main asset is set up to handle creature presentation and animation playback.

Visual Breakdown


Dinosaur UtahRaptor Prev Volcano Land Environment w/ Terrain Scatter Tool (Exterior, Natural, VFX)
Dinosaur UtahRaptor Next Western Desert Town w/ Construction Tool

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