NASCAR Sprint Cup Fusion 2013

Editorial Uses Allowed
Extended Uses May Need Clearances
The intellectual property depicted in this model, including the brand "nascar", is not affiliated with or endorsed by the original rights holders. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners. Learn more.
Included Formats
3ds Max 2009 mental ray
3DS
Autodesk FBX
OBJ

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3D Model Specifications
Product ID:658346
Published:
Geometry:Polygonal
Polygons:25,000
Vertices:27,400
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since June 2009
Currently sells 8 products
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Legal Notice: The intellectual property depicted in this model, including the brand "nascar", is not affiliated with or endorsed by the original rights holders.

Description
This is a highly accurate model based upon the 2013 Fusion to be ran in the NASCAR Sprint Cup Series. The template is a 4096x4096 layered PSD file. The model has a basic detail cockpit that should not be the primary focus of renders. There is no chassis modeled under the car.

The polygon and vertice counts shown are before applying smoothing modifiers.

Modeled and rendered in 3DS Max 2009. Everything is textured--there are no materials using standard colors. The Ecoboost scheme is included in the RAR file. Just apply to the model. The Fusion window decal will have to be manually applied though.

The Car Body uses layered blended materials, with the Base as the bottom layer on map channel 1, the headlights/taillights decals as the second layer as map channel 2, and the contingencies as the top layer as map channel 3. Atleast in 3DS Max 2009, the lights/contingencies will not show up in the viewports, but will be visible in the render.

For importing:

The body/wheels/glass uses a reflective material. I have included a material library, but incase those don't work, you will need to apply a reflective material to those objects. For smoothing, apply a smoothing modifier with 2 iterations, and apply for smoothing groups.
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