Chipmunk Animation | Vfx Grace

by VFX Grace in Models


🌞Additional Services🌞

If you purchase our models, we provide the following customization services at a reasonable fee, allowing you to access our team of top-notch artists for exclusive customizations. Let our extensive years of creative experience enhance your ideas and make your work even more captivating.


+$40: Customize a character pose according to your preference.

+$200-600:Customize a character animation for less than 4 seconds.

+$300-1200:Modify the appearance of the character according to your requirements, including the facial features, body proportions, fur color, etc. Make it a unique character just for you.

+$500:Create a static background of 1920*1080 for you. If your project requires a dynamic background or larger sizes, they are available at a separate price.

+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers and animations. The hair can be either groom or hair cards.


Contact Us: vfxgrace@gmail.com



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.

CTR_FK_Tail.001, CTR_FK_Tail.002, CTR_FK_Tail.003…… are FK controllers of the tail.

CTR_FK_Neck.001, CTR_FK_Neck.002 are FK controllers of the neck.

CTR_IK_Neck_M is the IK controller of the neck.

CTR_IK_Neck_F is the IK controller of the head.

CTR_FK_Head is the FK controller of the head.

CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_H.L and CTR_Foot_H.R are IK controllers of the limbs.

CTR_Foot_F.005.L, CTR_Foot_F.005.R, CTR_Foot_H.005.L and CTR_Foot_H.005.R control the plantar flexion of feet.

CTR_Foot_F.006.L, CTR_Foot_F.006.R, CTR_Foot_H.006.L and CTR_Foot_H.006.R control the abduction and adduction of the toes.

CTR_Chin.001 controls the jaw.

CTR_Eye_Target.R and CTR_Eye_Target.L control the eyes.

CTR_EyeLid_U.R, CTR_EyeLid_D.R, CTR_EyeLid_U.L and CTR_EyeLid_D.L control the eyelids and winkling.

CTR_Cheek.002.R and CTR_Cheek.002.L are facial controllers and control the size of the face.

With complex facial controllers, it's available to create plenty of facial expressions.

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.


Notes after purchase

If you have problems using your character after purchasing it, please check our Support page.

If you have any other questions, please feel free to contact us.


Follow Us

https://www.vfxgrace.com/

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Published over 1 year ago
Blender Version 3.3, 3.4, 3.5
Misc Data Uvs-Unwrapped, Rigged, Animated, Normal-Mapped, Textured
License Royalty Free
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