Introduction
This is a high-quality chipmunk model with 4K UDIM maps, fur, rigging and three realistic animations. A complex hair system is created in Blender with realistic effects, and a detailed facial expression controlling system is also available. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, two eyes, skullcap, teeth and tongue.
Polygons
Body: vertices 32,097; polygons 31,994
Eyes*2: vertices 2,694; polygons 2,656
Skullcap: 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
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0N2N0A_Chipmunk_Hair_BaseColor.1001.png, 4096*4096
JF0N2N0A_Chipmunk_Hair_BaseColor.1002.png, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_BaseColor.png, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_Mask.jpg, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_Normal.jpg, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_Roughness.jpg, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_Specular.jpg, 4096*4096
JF0N2N0A_Chipmunk_OralCavity_SubsurfaceAmount.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_BaseColor.1001.png, 4096*4096
JF0N2N0A_Chipmunk_Skin_BaseColor.1002.png, 4096*4096
JF0N2N0A_Chipmunk_Skin_Mask.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_Normal.1001.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_Normal.1002.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_Specular.1001.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_Specular.1002.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_SubsurfaceAmount.1001.jpg, 4096*4096
JF0N2N0A_Chipmunk_Skin_SubsurfaceAmount.1002.jpg, 4096*4096
Rigging
With detailed controllers, postures and animations are easier to create, the features are as follows:
Root controls the entire model. It comes with multiple customized attributes:
Breathe controls the breath of body;
Head_Follow controls whether the head follows;
Leg_B_IK-FK.L, Leg_B_IK-FK.R, Leg_F_IK-FK.L and Leg_F_IK-FK.R switch between IK/FK of the limbs;
Leg_B_Stretch.L, Leg_B_Stretch.R, Leg_F_Stretch.L and Leg_F_Stretch.R control whether the limbs can be stretched in IK mode;
Neck_IK-FK switches between IK/FK of the neck;
Spine_IK-FK switches between IK/FK of the spine;
Spine_M controls whether the middle spine moves following the rear spine.
CTR_Gravity controls the center of gravity of the body.
CTR_IK_Spine_F, CTR_IK_Spine_M and CTR_IK_Spine_B are IK controllers of the front, middle and rear spine.
CTR_FK_Spine.001, CTR_FK_Spine.002, CTR_FK_Spine.003 and CTR_FK_Spine.004 are FK controllers of the body.
And more ...
Animations
Unlooped food-finding animation at 30 fps, frame range 0-180
Loopable running animation at 30 fps, frame range 0-11
Unlooped playing animation at 30 fps, frame range 0-250
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project directly.
OBJ Other Textures