Switches and Outlet Pack

All Extended Uses
Included Formats
3ds Max 2015 Default Scanline
Autodesk FBX
OBJ

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3D Model Specifications
Product ID:847700
Published:
Geometry:Polygonal Quads/Tris
Polygons:423
Vertices:432
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 262 products
Achievements:
1 Rating Submitted
Product Rating
billredd84
Sep 22, 2014
This artists work is always great. The models and textures are easy to work with and modify as needed, the prices are very reasonable for the quality given.
Description
A small pack of some common switches and outlets found in buildings. Good for giving detail to your environments.

This product is intended for game/real time/background use. This model is not intended for subdivision.

This is a high quality, low poly asset originally modeled in 3DS Max 2013. The normal map was baked from a high poly model, making this product look very detailed without using many polygons.

The main renders and wireframes were done in Marmoset Toolbag 2.

||SPECS||

Low Poly Model (5 Objects)

• outlet 01 (17 polys)
• switch 01 (120 polys)
• switch 02 (158 polys)
• switch 03 (45 polys)
• switch 04 (83 polys)

|| Geometry ||
• 738 Total Tris
• 423 Total Polys
• 432 Total Verts

• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space
• Model scaled to approximate real world size (inches)
• Model centered at the origin
• All materials and objects named appropriately
• Tested in Marmoset Toolbag 2
• Tested in Unreal Engine 4
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2015

|| Textures ||

• 1024x1024 diffuse, specular, gloss, normal and ambient occlusion (AO) maps
• Textures in .tga format
• Model texture paths are stripped
• Textures made for PBR, but should work fine with last-gen shaders too

One final note: Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor.
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