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House Finch

by r189
Royalty Free License
- All Extended Uses
Included Formats
Jan 27, 2015
CheckMate Pro Certified
Lightwave 8 Default Scanline
3ds Max 8.5 mental ray
Cinema 4D r13 Default Scanline

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3D Model Specifications
Product ID:852149
Geometry:Polygonal Quads only
UV Mapped:Yes
Unwrapped UVs:Mixed
TurboSquid Member Since January 2005
Currently sells 147 products
Product Rating
2 Ratings Submitted
House finch

Rigged and Animated for Lightwave 8.5 and up
Rigged and Animated for 3DS MAX 8 and up
Rigged and Animated for C4D r13 and up

The feathers are geometry so they render fast and no plugins are needed.

This model comes with several pre-animated scenes to get you started.

The wings are animated using the 3 bones within each. The wings are folded using one of several morph targets.

You can also make adjustments, like spreading the wing tip feathers and spreading the tail using morph targets.


The main controlling object is the 'ROOT' bone

‘HF-ZERO.lws' is the name given to my BASIC set up, no animation, but it is rigged.

I have provided several scene files to get you started:

The feet and legs are controlled by 'LT-FootController' and 'RT-FootController' respectively (Lightwave - Max - C4D)

There are two 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 25 Morph targets.

The 'Mouth' and phonemes are controlled by 9 Morph targets located when you select the mesh and go to 'Object' => 'Properties' => 'Deform”.(Lightwave)

The 'Mouth' and phonemes are controlled by Morph targets located when you select the EGF mesh and go to 'Modify' => 'Morpher'. (MAX)

The 'Mouth' and phonemes are controlled by 9 Morph targets (C4D)

The wings are controlled by 3 bones each
and have 10 Morph positions, including flapping and folded positions


The Tail spread is controlled via Morph target “TailClosed, the Tail bone controls position and rotation.

The eyes have several morph targets:

The toes are controlled by 12 bones on each foot.

To fold the wings use the morphs noted above.

But if you have positioned the wings by moving the bones, AND you try to use morph targets to fold them, you WILL have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your wing bone positions, as or just before you apply the 'Morph' targets.


If, after turning the modifiers 'TurboSmooth' and 'Morph' on and off a few times, while setting up your animation, you may find that points on the model are suddenly no longer attached to their bones.

Save what you are doing, close Max and then reopen Max. Reopen your scene and you should be fine.

Max gets sometimes lost when the modifiers are turned on and off.


The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.

Lightwave Model:
House Finch:
Real Geometry:
18410 vertices
12740 polygons

Max Model:
House Finch:
Real Geometry:
(19, 159) vertices.
(13, 722) polygons

Cinema 4D Model:
House Finch:
15410 vertices
12740 polygons

the maps are RGB or greyscale, 300dpi, 2666px X 2666px
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