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Artillery Shells 01

All Extended Uses
Included Formats
3ds Max 2013 Default Scanline
3ds Max 2010 Default Scanline
Autodesk FBX
OBJ
Other Files
artilleryshells01_textures_source_psd.zip
Photoshop CS6 Texture Source Files
3D Model Specifications
Product ID:792531
Published:
Geometry:Polygonal Quads only
Polygons:2,966
Vertices:3,096
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 160 products
Achievements:
Unrated
Product Rating
Description
Artillery Shells are 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. There are also renders from the 3ds Max viewport and the Unreal Development Kit (UDK).

||SPECS||

Low Poly Model (1 Object)

|| Geometry ||
• 5932 Total Tris
• 2966 Total Polys
• 3096 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)
• Approximate dimensions: W:78'' x L:93'' x H:69''
• Model centered at the origin
• All materials and objects named appropriately
• Tested in Marmoset Toolbag
• Tested in the UDK (see screenshots)
• No special plug-ins needed to use this product
• 3ds Max 2010 version also available
• .obj and .fbx versions exported from 3ds Max 2013

|| Textures ||

• 1024x1024 diffuse, specular, gloss and normal textures
• Textures in .tga format
• Model texture paths are stripped
• Photoshop CS6 source for all the textures with named layers and organized groups also available for download once the product is purchased. Customize the texture however you wish.

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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