Black Venom Horse Rigged Stylized Creature

Salman Animator in Fantasy & Fiction


Black Venom Horse 3D Model — Rigged Documentation


A stylized Black Venom Horse character featuring cracked dark skin, glowing red eyes and tongue, a spiked mane and tail, and a detailed quadruped-style control rig. The package includes a native Blender source file, FBX, GLB, and OBJ/MTL exports, 4 shape keys, 3 animation actions, and 10 high-resolution 2048×2048 textures.

Key Features

  • Original stylized Black Venom Horse creature design

  • Cracked black skin, glowing red eyes and tongue, spiked mane and tail

  • Native .blend source plus FBX, GLB, and OBJ/MTL exports

  • Auto-Rig Pro-style control rig included in Blender, FBX, and GLB

  • 785 joints in the exported GLB skin

  • IK/FK leg controls and a 7-segment tail control system

  • Detailed facial and lip controls

  • 3 animation actions: idle, pose, and rig_blink_bot

  • rig_blink_bot contains the only actual time-based motion

  • 4 shape keys: 3 on the body and 1 on the lower teeth

  • 7 character materials

  • 10 PNG textures at 2048×2048

  • 16,414 vertices and 16,298 faces

  • Predominantly quad-based topology

  • 26 high-resolution reference renders

  • OBJ included for static geometry workflows


Documentation

Included Files

File Format Purpose
monster-horse-3d-model.blend Blender Native editable source scene
venom horse.fbx FBX 7400 Rigged/skinned character with materials and animation tracks
venom horse.glb glTF 2.0 Rigged character with embedded textures, animations, and morph targets
venom horse.obj OBJ Static geometry with UVs and normals
venom horse.mtl MTL OBJ material definitions and texture references
textures.zip ZIP 10 PNG texture maps

No separate README or written documentation file was included with the package.


File Formats

Blender .blend

The native Blender source is included as:

tiger/monster-horse-3d-model.blend

The file header reports BLENDER-v402, corresponding to the Blender 4.2 file-format marker.

The source contains the character mesh, rig, materials, shape keys, and animation actions.

FBX .fbx

The FBX is a binary 7400 file.

It contains:

  • Character mesh

  • Materials

  • Skinned armature

  • Rig data

  • Three animation stacks

The FBX does not embed the supplied PNG textures, so the texture archive may be required for material relinking.

GLB .glb

The GLB is a glTF 2.0 binary file.

It contains:

  • Character geometry

  • PBR-style material data

  • 10 embedded PNG textures

  • 785-joint skin

  • 3 animation clips

  • 4 morph targets across 2 meshes

GLB is the most self-contained exported format in this package.

OBJ + MTL

The OBJ contains static geometry, UVs, normals, and material assignments.

It does not contain:

  • Rig

  • Skin weights

  • Shape keys

  • Animation

The companion venom horse.mtl should remain with the OBJ.


Materials

Seven character-facing materials were identified:

Material Main Use Texture Setup
body Main body Base Color + OpenGL Normal
Material.001 Secondary body faces Flat color
EYE Eye Base Color
hair Mane and tail Base Color + OpenGL Normal
teeth Teeth Base Color
teeth_bottom Upper/lower teeth faces Base Color + Normal
tong Tongue Base Color + Normal

The GLB also contains six additional materials used only by the rig-control widget meshes. These are viewport control materials and are not part of the character's normal surface materials.

The original Blender shader-node graph was not directly inspected, so the exported material information should not be treated as a complete reconstruction of the native Blender node setup.


Textures

The package contains 10 PNG textures, all verified at 2048×2048.

Texture Type Resolution Used For
body_Base_Color.png Base Color 2048×2048 Body
body_Normal_OpenGL.png Normal 2048×2048 Body
EYE_Base_Color.png Base Color 2048×2048 Eyes
hair_Base_Color.png Base Color 2048×2048 Mane/tail
hair_Normal_OpenGL.png Normal 2048×2048 Mane/tail
teeth_Base_Color.png Base Color 2048×2048 Teeth
teeth bottom_Base_Color.png Base Color 2048×2048 Teeth
teeth bottom_Normal_OpenGL.png Normal 2048×2048 Teeth
tong_Base_Color.png Base Color 2048×2048 Tongue
tong_Normal_OpenGL.png Normal 2048×2048 Tongue

No dedicated Roughness, Metallic, AO, Height, Displacement, Emission, Opacity, or Mask textures were found.

The normal maps use the OpenGL convention.


Rig

The character includes a full control rig in the Blender, FBX, and GLB versions.

The GLB contains a skin with 785 joints.

The naming structure is consistent with an Auto-Rig Pro-style Blender rig, including:

  • c_ control bones

  • .l / .r / .x side naming

  • FK/IK mechanism bones

  • Stretch controls

  • Twist bones

  • Facial reference bones

The exact Auto-Rig Pro preset or customization could not be independently confirmed.

The rig also includes 45 control-shape mesh objects used as visual bone widgets. These are not part of the character's renderable geometry.


Bones and Controls

The verified rig includes:

Root Controls

Examples include:

  • c_pos

  • c_traj

  • c_root_master.x

  • c_root.x

Tail

A 7-segment tail control chain is included:

  • c_tail_00.x

  • through

  • c_tail_06.x

  • plus a tail master control

Legs

The leg system includes FK and IK controls, pole targets, stretch controls, and twist-related bones.

Facial Controls

The rig contains an extensive facial setup, including detailed lip controls such as:

  • lips_top_00–13

  • lips_bot_00–13

with mirrored left/right controls.

The exact division between deform, control, and mechanism bones cannot be reliably determined from the exported GLB skin alone.


Animation

Three animation actions are included:

Action Motion Description
idle No movement Single-frame held pose
pose No movement Single-frame held pose
rig_blink_bot Yes Short eyelid blink cycle

idle

Contains a single keyframe for the animated channels and functions as a static pose.

pose

Also contains a single-frame pose rather than a moving animation.

rig_blink_bot

This is the only action containing actual motion over time.

Its verified GLB time range is approximately:

0.0 → 0.4167 seconds

The exact scene FPS could not be confirmed from the supplied files, so frame-count estimates should not be treated as verified.


Shape Keys / Blendshapes

Four shape keys are present:

Mesh Shape Keys
Body 3
Lower teeth 1

The keys retain Blender's default names:

  • Key 1

  • Key 2

  • Key 3

and another Key 1 on the lower-teeth mesh.

Their specific purposes were not identified because their visual effects could not be inspected directly in Blender.


UV

The exported meshes contain one UV channel:

TEXCOORD_0

Verified:

  • One UV map per mesh

  • No second UV channel detected

  • No UDIM setup detected

  • Single 2048×2048 texture maps

Combined OBJ UV coordinates total approximately 11,588.

UV overlap and packing efficiency were not visually evaluated.


Geometry

The OBJ contains seven named character objects.

Object Vertices Faces
body 8,827 8,860
neck_hair 1,922 1,776
tail 2,410 2,560
eye 384 380
upper_teeth 786 712
lower_teeth 786 712
tong 1,299 1,298
Total 16,414 16,298

Topology is predominantly quad-based:

  • 15,718 quads

  • 568 triangles

  • 12 n-gons

The approximate fan-triangulated equivalent is 32,040 triangles.

Modifier usage was not independently verified.


Dimensions and Scale

Raw OBJ bounds are approximately:

  • Width: 0.7076 units

  • Depth: 2.0994 units

  • Height: 3.7670 units

These are raw scene-unit measurements, not confirmed real-world dimensions.

The Blender scene's actual unit configuration could not be verified because the source .blend was not opened interactively.

Therefore, the model should not be advertised as a specific real-world height without additional confirmation.


Object Structure

The main character consists of seven mesh objects:

  • body

  • neck_hair

  • tail

  • eye

  • upper_teeth

  • lower_teeth

  • tong

The GLB additionally contains:

  • Horse_grp

  • 785 rig joints

  • 45 rig-control widget meshes

The GLB scene contains approximately 1,041 total nodes.


Collections

Blender collection organization could not be verified from the supplied exports.

The native .blend contains this information internally, but it was not directly opened during inspection.


Modifiers

Specific Blender modifiers could not be verified.

The OBJ, FBX, and GLB contain exported geometry rather than an inspectable copy of the original Blender modifier stack.

Therefore, no specific Subdivision Surface, Geometry Nodes, Mirror, or other modifier should be assumed.


Constraints

The exported files do not expose the complete native Blender constraint setup.

The rig naming clearly indicates IK/FK systems and pole controls, but the exact constraint types, targets, and influence settings were not independently verified.


Drivers

Drivers could not be verified from the supplied exported formats.

Native Blender driver information would need to be inspected directly inside the .blend file.


Scene Setup

The GLB contains one scene with approximately 1,041 nodes.

No camera or light nodes were found in the GLB scene.

The preview renders were created from the original Blender scene, but those render cameras and lighting setups are not included in the exported character files.


Cameras

No camera objects were found in the GLB scene graph.

The preview render metadata references a camera named Camera in the original Blender scene, but this camera is not included in the exported GLB/FBX/OBJ character files.


Lights

No lights were found in the GLB scene graph.

The studio lighting used for the supplied preview renders therefore belongs to the original rendering setup rather than the exported character asset.


Import Workflow

Blender

  1. Open the supplied .blend file directly.

  2. Check the material paths and texture locations.

  3. If textures are missing, extract textures.zip.

  4. Relink the 10 PNG textures in Blender if required.

  5. Select the rig and enter Pose Mode.

  6. Test the controls and shape keys.

FBX

  1. Import venom horse.fbx.

  2. Enable skeleton and animation import.

  3. Extract textures.zip.

  4. Relink the 10 textures if they are not found automatically.

  5. Check the imported scale and rig behavior.

  6. Preview the three imported animation actions.

OBJ

  1. Import venom horse.obj.

  2. Keep venom horse.mtl beside the OBJ.

  3. Extract the textures folder from textures.zip.

  4. Confirm the relative texture paths.

  5. Remember that OBJ contains static geometry only.

GLB

  1. Import venom horse.glb into a glTF-compatible application.

  2. The 10 textures are already embedded.

  3. The 785-joint skin is included.

  4. The three animation clips are included.

  5. The four shape-key morph targets are included.


Software / Version

Verified metadata includes:

  • .blend: BLENDER-v402

  • OBJ/MTL: Blender 4.5.5 LTS

  • GLB generator: Khronos glTF Blender I/O v4.5.49

  • FBX: Binary FBX 7400

These are file metadata findings rather than a functional Blender compatibility test.


Engine Workflow

No engine-specific project files or material setups are included.

The general-purpose FBX and GLB formats can serve as starting points for applications that support those formats.

For engine use, users may need to:

  • Rebuild materials

  • Verify texture assignments

  • Check scale

  • Configure shaders

  • Test the skeleton

  • Adjust animation import settings

No specific Unity, Unreal, Godot, or other engine version was functionally tested.


Customization

The supplied files allow customization of:

  • Body and creature colors

  • Base Color textures

  • Normal maps

  • Mane and tail appearance

  • Teeth and tongue materials

  • Character pose

  • Facial controls

  • Existing shape keys

  • Included animation actions

No alternate outfits, accessory sets, or additional color variants were identified.


Animation Workflow

  1. Open the .blend file in Blender.

  2. Open the Dope Sheet or Action Editor.

  3. Select idle, pose, or rig_blink_bot.

  4. idle and pose can be used as starting poses.

  5. rig_blink_bot can be edited as the included blink animation.

  6. Use the existing c_ control bones to create additional animation.

  7. Export through FBX or GLB when finished.


Rig Workflow

  1. Select the venom horse rig_rig armature.

  2. Enter Pose Mode.

  3. Use the c_ control bones for normal posing.

  4. Test the leg IK/FK controls.

  5. Adjust the tail controls.

  6. Use the facial controls for lip and facial posing.

  7. Use the existing shape keys on the body and lower teeth where appropriate.

  8. Create and keyframe new poses or animation as needed.


Texture Workflow

The 10 PNG textures are available in textures.zip and are also embedded in the GLB.

For FBX and OBJ:

  1. Extract the texture archive.

  2. Keep the texture files in a textures folder when possible.

  3. Check the relative paths used by the MTL.

  4. Relink missing textures manually if necessary.

For GLB, no external texture archive is required because the textures are embedded.


Material Workflow

The seven character materials are:

  • body

  • Material.001

  • EYE

  • hair

  • teeth

  • teeth_bottom

  • tong

For full material editing, use the native Blender file or GLB/FBX rather than relying on the simplified OBJ/MTL representation.

The exact native Blender node graph was not independently inspected.


Troubleshooting

Textures are missing

Extract textures.zip and relink the PNG files. The GLB already contains all 10 textures.

OBJ looks flat or lacks the correct body texture

OBJ/MTL is a simplified material representation. Use FBX or GLB when the full textured character is required.

Rig controls are difficult to identify

Use the c_-prefixed control bones rather than mechanism/reference bones.

Animation does not move

idle and pose are intentionally single-frame poses. Only rig_blink_bot contains verified time-based movement.

Shape keys are unclear

The four shape keys use default names such as Key 1, Key 2, and Key 3. Their exact effects need to be previewed in Blender.

Scale seems incorrect

The actual Blender scene-unit configuration was not independently verified. Check the imported model against your project's unit system.

Extra small meshes appear

The FBX and GLB contain approximately 45 rig-control widget meshes. These are used to display rig controls and are not normal character geometry.


Known Limitations

  • Only rig_blink_bot contains verified time-based animation.

  • idle and pose are static single-frame actions.

  • OBJ contains no rig, skinning, shape keys, or animation.

  • The four shape keys have generic Blender names.

  • No dedicated Roughness, Metallic, AO, Height, Emission, or Opacity textures are included.

  • No cameras or lights are included in the exported GLB/FBX/OBJ files.

  • Exact Blender modifier and constraint setups were not directly verified.

  • Exact scene-unit configuration could not be confirmed.

  • Engine-specific compatibility was not functionally tested.

  • The native Blender shader node graph was not directly inspected.


Compatibility Notes

The supplied FBX is binary FBX 7400, the GLB is glTF 2.0, and the OBJ/MTL follows the Wavefront format.

These files were successfully inspected at the file-structure level.

Actual import behavior can vary between applications, especially for:

  • Rig controls

  • Shape keys

  • Animation

  • PBR materials

  • Texture paths

  • Scale

No specific game-engine compatibility claim is made beyond standard format support.


Quick Start

  1. Open the .blend file in Blender, or import the FBX/GLB.

  2. Extract textures.zip when using FBX or OBJ.

  3. Verify the 10 textures.

  4. Select the rig and enter Pose Mode.

  5. Test the IK/FK controls and facial controls.

  6. Preview idle, pose, and rig_blink_bot.

  7. Test the four shape keys.

  8. Customize the materials, textures, pose, or animation as required.


Recommended Workflow

Import → Textures → Materials → Rig → Shape Keys → Animation → Export

  1. Use .blend for the native Blender workflow.

  2. Use FBX when transferring the rig to another DCC or application.

  3. Use GLB when you want a self-contained file with embedded textures.

  4. Use OBJ for static geometry workflows.

  5. Verify textures and materials.

  6. Test the rig.

  7. Adjust the shape keys.

  8. Edit or create animation.

  9. Export to your required format.


Important Notes

  • This is a rigged and posable Black Venom Horse creature with a 785-joint exported skin.

  • The package includes 4 shape keys and 3 animation actions.

  • Only rig_blink_bot contains verified motion; idle and pose are static poses.

  • The GLB is the most self-contained export because its 10 textures are embedded.

  • OBJ is intended for static geometry only.

  • Real-world dimensions and Blender scene-unit settings were not independently verified.

  • The exact native Blender modifier, constraint, driver, and shader-node setups were not directly inspected.


$4

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Details
Published 2 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free