Mule deer
wildlifev3Pack: Wildlifedispersed3dwildlifedeermule-deer
The request Row 95 of Dispersed 3D (issue #150): a mule deer doe for the game's dusk-on-the-road moment. Under about 3,000 triangles in all, real proportions (shoulder height about 1 m), gray-brown coat, white rump patch and throat, black-tipped tail, big ears. Three poses the game can switch between (standing, head up alert, mid-bound) because the game has no skeletal animation for props.
In the game Dispersed 3D: one deer at dusk on or beside the road, once a game day; it stands, looks up, then bounds off
Built by a script an AI agent wrote in Blender, and checked against its renders before it went up. You can watch it being made, from a recording.
- Triangles
- 2,916
- Vertices
- 1,530
- Materials
- 1
- Size
- 0.45 × 1.43 × 6.20 m
Studio render
Studio render: the same model the game draws, 2,916 triangles, lit like a product shot in Blender’s Cycles renderer.
Watch it being made
A recording of the agent at work: the request, the plan, the script being written, the renders, the review, the fixes and the export. Speed it up or drag the bar to jump around.
Loading the replay…
Six views and a turntable
Pictures rendered in Blender from fixed angles, for the newest version. Tap one to enlarge it.
Versions
Newest first. Each version is a new script run from nothing, so nothing in it was edited by hand.
-

Version 3 newest
Mule deer (v3)
What changed from v2, and why: Professional finish, the jerry-can way: v2 is flat vertex colors on smooth tubes. Rebuild with rounder limbs and a fuller torso, a true grey-brown fall coat, a bigger white rump patch with a narrow black-tipped tail, a white throat patch, dark forehead band, large dark-edged ears, darker lower legs; procedural fur texture (base color detail, ORM, normal) at 1024 px embedded in the GLB, keeping the vertex colors the game reads, same three poses (deer_stand, deer_alert, deer_bound), origin, scale and row layout.
Mule deer doe v3: professional finish. Same animal, three poses (deer_stand, deer_alert, deer_bound), row layout, origin, scale and orientation as v2 (0.45 x 1.43 x 6.20 m for the row), so the game picks it up with no code change. 972 triangles per pose, 2,916 in the file (v2: 888 and 2,664; the request's limit is under 3,000). One material with three 1024 x 1024 JPEG textures embedded in the GLB (fur-detail base color, ORM, tangent normal), all procedural; the COLOR_0 vertex colors the game draws with are kept and carry the markings. 476 KB GLB (v2: 58 KB). Grey-brown early-fall coat, white rump patch, narrow black-tipped tail, white throat, dark forehead, dark-rimmed ears, darker lower legs; no antlers (a doe, as v2).
Model: 2916 triangles, 1 material, 476 KB GLB, 0.45 x 1.43 x 6.20 m (width x height x depth).
Built by a script an AI agent wrote and a person reviewed, in Blender.
-

Version 2
Mule deer (v2)
What changed from v1, and why: Bigger head, ears and tail, fuller thighs, smaller belly strip, rump patch only around the tail, hero framed on the alert pose
Mule deer doe, 888 triangles in each of three poses (stand, alert, bound), 2,664 in the file, 57 KB, vertex-colored, hooves on the ground, built in Blender by a script. Made for Dispersed 3D row 95 (a deer at dusk on the road, the game's own deer).
Model: 2664 triangles, 1 material, 57 KB GLB, 0.42 x 1.42 x 6.20 m (width x height x depth).
Built by a script an AI agent wrote and a person reviewed, in Blender.
-

Version 1
No notes for this version.
About this model
- How it was made
- Built from scratch by a Blender Python script written by an AI agent and reviewed by a person; no third-party meshes, textures or scans. Built with Blender 4.5.10 LTS.
- License
- Momatio standard license, all rights reserved
- Pack
- Wildlife
- Viewing
- View only. This page does not offer downloads.

