DESCRIPTION

Introduction
This is a high-quality chimpanzee model with maps, fur and rigging. 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, pupils, sclerae, oral cavity and teeth.
Textures and materials: There are 59 .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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution.

Meshes
Body: vertices 34,522; polygons 34,520
Sclerae: vertices 1,028; polygons 1,088
Pupils: vertices 1,412; polygons 1,472
Oral cavity: vertices 5,569; polygons 5,438
Teeth: vertices 66,752; polygons 66,688
Total: vertices 109,283; polygons 109,206

Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:

CTR_crv_Root: Controls the entire model;
CTR_crv_M_torse: Controls CTR_crv_gravity;
CTR_crv_gravity: Controls the movement of the whole body (excluding the paws);
CTR_crv_F_spine, CTR_crv_B_spine, CTR_crv_M_spine: Control the front, rear, and middle of the spine;
CTR_crv_B_spine: Comes with multiple customized attributes:
IK_FK switches between IK/FK of the spine;
IK Stretch controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary stretch controllers;
Rotate_Order controls the rotation order of this controller.

CTR_crv_M_neck: Middle neck controller;
CTR_crv_B_neck: IK controller for the neck root, with customized attributes:
IK_FK switches between IK/FK of the tail;
IK Stretch controls the IK stretching;
Stretch_Control_Vis controls the visibility of secondary neck stretch controllers;
Follow Neck controls the strength of the neck following rotation.

CTR_crv_butt: Controls the hip;
CTR_crv_L/R_chest: Controls the chest;
CTR_crv_head: Head controller with customized attributes:
Sec_Control_Vis controls the visibility of secondary stretch controllers;
Follow Head controls whether the head follows neck movement;
Rotate_Order controls the rotation order of this controller.

CTR_crv_D_jaw_1, CTR_crv_D_jaw_2: Control the opening of the mouth;
CTR_crv_tongue: Root controller for the tongue;
CTR_crv_eye: Eye controller;
CTR_crv_L/R_presets_blink: Preset controllers for opening and closing the eyes;
CTR_crv_L/R_presets_brown: Preset controllers for the infraorbital furrow;
CTR_crv_presets_mouth: Preset controllers for puckering the lips;
CTR_crv_L/R_F_shoulder, CTR_crv_L/R_B_hip: FK root controllers for the shoulders and hips, respectively;
CTR_crv_L/R_F/B_hand, CTR_crv_L/R_F/B_foot: Controllers for the arms and legs, with customized attributes:
IK_FK switches between IK/FK of the legs;
IK Stretch controls the IK stretching;
Toe_Curl controls the flexion of the toes;
Pole_Vector_Follow controls whether the pole vector controller follows foot movement;
Stretch_Control_Vis controls the visibility of secondary stretch controllers for the legs;
Rotate_Order controls the rotation order of the foot controller.

CTR_crv_L/R_B_foot_poll: Controllers for both feet, which controls the raising of heel, raising of toe, foot eversion, foot inversion, foot pivoting, and toe abduction;
CTR_crv_L/R_F_toe_motion: Controllers for abduction of the toes and fingers;
CTR_crv_L/R_F_hand_W: Walking motion presets for the arms;
Additionally, there are more facial controllers along with other body controllers.

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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File formats
MA
Autodesk Maya<br />Version: 2024 - Renderer: Arnold<br />File Size: 853 MB
MEL
Maya Mel Script<br />File Size: 853 MB
JPG
JPG<br />File Size: 853 MB
PNG
PNG<br />File Size: 853 MB
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3D Features
The model has a skeleton or bone structure, making it ready for posing or animation.
PBR
Uses Physically Based Rendering materials, which give the model realistic lighting and surface properties.
Textures
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Geometry
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109206 polygons
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/ 109283 vertices
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