Shelves 02

All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
Other Files
High Poly/Cage/Low Poly Baking Scene
.fbx with non-overlapping second UV channel for li

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3D Model Specifications
Product ID:810709
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
TurboSquid Member Since January 2009
Currently sells 257 products
Product Rating
Shelves are a high quality, low poly asset originally modeled in 3DS Max 2016. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. This product is intended for game/real time/background use. This model is not intended for subdivision.

The main renders and wireframes were done in Marmoset Toolbag 2. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model.


Low Poly Model (1 Object)

- shelves02

|| Geometry ||

624 Total Tris
312 Total Polys
496 Total Verts

Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Dimensions: 26'' x 77 '' x 73''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
Tested in Unity 5
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

The extra UE4 download has a model version for Unreal Engine 4. It is the exact same except it has a second UV channel with non-overlapping UV's so that you can use lightmapping on the mesh.

|| Textures ||

-2048x2048 diffuse, glossiness, specular, normal, and AO (ambient occlusion) maps
-Textures designed for physically based rendering (PBR)
-Textures in .tga format
-Model texture paths are stripped

|| Bonus ||

The high poly model/baking scene used to bake the texture maps is also included as a separate download upon purchase of this product.

* Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor.
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