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With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality chipmunk model with maps, fur, rigging and three animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, eyes, skull, teeth, and tongue.
Textures and materials: There are 19 .tx files which support Arnold, all in 4K resolution for best quality and details. The materials of the character and the hair are rendered with Arnold renderer to present realistic effects. There are 2 UV sets of the body, which support single quadrant or multiple quadrants.
XGen hair: XGen interactive is used for presenting the details of the hair faster, and all maps of density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 32,097; polygons 31,994
Eyes*2: vertices 2,694; polygons 2,656
Skull: vertices 3,402; polygons 3,368
Teeth: vertices 6,232; polygons 5,920
Tongue: vertices 1,281; polygons 1,264
Total: vertices 45,706; polygons 45,202
Animations
Unlooped playing animation at 30 fps, frame range 1-250
Loopable running animation at 30 fps, frame range 1-12
Unlooped find-food animation at 30 fps, frame range 1-180
Rigging
With highly detailed controllers, it's more convenient to make poses and animations. The functionalities are as follows:
Chipmunk_CTR_Root: Controls the entire model.
CTR_gravity: Controls the center of gravity. Has 1 custom attribute: Tail_IKFK for tail IK/FK switching.
CTR_IK_spine_a: Controls the posterior spine.
CTR_IK_spine_b: Controls the middle spine.
CTR_IK_spine_c: Controls the anterior spine.
CTR_FK_neck_1, CTR_FK_neck_2...: FK controllers for the neck.
CTR_head: Controls the head.
CTR_eye_L, CTR_eye_R: Control the eyes.
CTR_jaw, CTR_chin: Control the jaw and chin for mouth opening.
CTR_tongue_a, CTR_tongue_b...: Control the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R...: Control the ears.
CTR_IK_Tail_1, CTR_IK_Tail_2, CTR_IK_Tail_3...: IK controllers for the tail.
CTR_tail_a, CTR_tail_b...: FK controllers for the tail.
CTR_Shoulders_F_R, CTR_Shoulders_F_L: Control the scapula.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R, CTR_setting_leg_B_R: IK/FK switching controllers for the feet.
CTR_Foot_f_R, CTR_Foot_f_L: IK controllers for the front legs.
CTR_Foot_b_R, CTR_Foot_b_L: IK controllers for the hind legs.
CTR_FK_Leg_B_L_1, CTR_FK_Leg_B_L_2, CTR_FK_Leg_B_R_1...: FK controllers for the hind legs.
CTR_FK_Leg_F_L_1, CTR_FK_Leg_F_L_2, CTR_FK_Leg_F_R_1...: FK controllers for the front legs.
CTR_IK_Ankle_F_1_L, CTR_IK_Ankle_F_1_R: Weight-bearing controllers for the front legs.
Additionally, the body includes more auxiliary controllers and more.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive with Arnold materials ready for rendering.
By default, Arnold uses GPU as the render device, and the sampling setting is suitable for medium quality output, as is shown in the preview image of the character. If you need a fine-tuned image, you can modify Arnold settings to your hardware limit.
The animation scene comes with Arnold lighting, which can be modified if required.
Except for the above, the character can be rendered directly.
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