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Earth extreme

All Extended Uses
Included Formats
3ds Max 2012 mental ray
Maya 2011 mental ray 3.8
3ds Max 2011 mental ray
Softimage 2012 mental ray
3ds Max 2010 mental ray
Other
Autodesk FBX
OBJ
3D Model Specifications
Product ID:634579
Published:
Geometry:Polygonal
Polygons:2,917,177
Vertices:2,796,607
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2011
Currently sells 350 products
Achievements:
1 Rating Submitted
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Description
Earth planet high quality 3d model. Model is suitable for close uo renderings. It consists of 32 parts. Each part has 21600x21600 resolution texture! So total texture resolution is 86400x172800!!! Texture is clearly refined, no artifacts, etc.
Only TRI and QUAD faces, good topology. Shaded in physically correct workflow (linear based workflow) so you need not reshade model, simply drop model in your scene and tune lighting.
Earth is modeled in units: 1 unit = 1km.

Shaded with mental ray materials (3D MAX, MAYA, SOFTIMAGE XSI)
Suitable for clooooooOOOOOOooose up renderings. Ready for usage!
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Here are some technical notes.
Textures are included in JPEG format, 100% quality of compression. To render scene you need to convert them to memory mapped textures (I can't upload converted textures because each memory mapped texture is 2GB). You can do it with imf_copy utility. Utility can be found in your 3d software installation directory (MAYA, SOFTIMAGE XSI, 3DS MAX), or you can find it in mental ray standalone direcorty. Examples of converting textures you can find in mental ray documentation. You can also use jpeg textures as they are, but in such case they will take a lot of memory (but maybe you have a lot of memory ;), 32 GB or higher). So I recommend you to convert texture files.
If you'll want to render at several machines you need copy .map textures on each render node, because while rendering .map files are not located into memory and provides very intense hard disk usage, it can dramatically decrease your render time.
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