Modular European 3D Facade C

All Extended Uses
Included Formats
Maya 2008
Autodesk FBX 2006.11
OBJ
3D Model Specifications
Product ID:441966
Published:
Geometry:Polygonal
Polygons:1,946
Vertices:1,153
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Unknown
Unwrapped UVs:Unknown
Artist
TurboSquid Member Since June 2007
Currently sells 4 products
Achievements:
1 Rating Submitted
Product Rating
Description
The package includes 3 models (as *.fbx *.ma *.mb or *.obj):
-The main facade,
-a precise 90 degree corner that can be used on both sides,
-and a very generous column like corner with lots of wiggle space giving maximum flexibility to level designers.

Each model comes with 3 lod (level of detail) stages for:
-close up,
-mid range,
-and far away, this one being extremely lowpoly, almost 2D.

Also included is a simplified collision object for each model, comprised out of none overlapping closed convex primitives in case your engines physics system is anything like the common first person shooter engines (unreal-engine3,cry-engine2 or half-lifes source engine).

All 3 models use the same seamlessly horizontally tileable 2048x2048 texture so that what ever building shape you come up with can be batched together to one object by your 3D engine.
The texture includes a black and white mask for all shiny surfaces stored in the alpha channel.
This mask can be used in your engine for an environment-map, cube-map, specularity or even dynamic-realtime reflection if possible.

All common realtime lighting methods should be supported.
-static precalculated light-maps (a second none overlapping uv set is provided on each model also compatible with each lod stage. important: *.objs do not store second uv channels)
-static precalculated vertex colors. (the vertex distribution is very consistent and should look almost as good as lightmaps.)
-dynamic cheap vertex based lighting. (like i said the vertex distribution is quite unified since i generously added a couple of extra cuts.)
-dynamic expansive per pixel lighting. (should always work if you engine supports it.)

The scene scale is assuming that 1 unit = 1 cm in your 3D engine.

The model was created with real time use in mind the polycounts, collision-complexity and batches (drawcalls) are all kept to an absolute minimum while preserving a 'next gen' look.
This model can be used in any kind of game genre. it was created with racing games or realistic third person action games in mind but it can be used for anything including first person shooters (i would recommend overlaying a detail normal map in that case) or a real time strategy game (you might want to down sample the texture to a 1024 or 512).

All the content included was created from scratch by me. I am a seasoned 3d artist with over 8 years of game industry experience and i hope you will find that these assets meet or exceed game industry standards.

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