Antlers with Skull Fragment

All Extended Uses
Included Formats
Luxology Modo 701
OBJ
Other Files
Antlers_textures_1_of_3.zip
Antlers_textures_2_of_3.zip
Antlers_textures_3_of_3.zip
3D Model Specifications
Product ID:857533
Published:
Geometry:Polygonal Quads only
Polygons:9,978
Vertices:9,970
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since September 2013
Currently sells 44 products
Achievements:
Unrated
Product Rating
Description
All preview renders were rendered in Modo 701 using default Modo renderer. Beauty and ambient occlusion renders and were made at subdivision level 6 (if not stated otherwise in image comments), using vector displacement maps to displace subdivided geometry. Renders utilize custom shader and material setup.

Unsubdivided (subdivision level 0) geometry beauty renders use color, specular, normal maps.
Subdivided geometry beauty renders use color, specular, vector displacement maps.



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GEOMETRY

Geometry provided is low poly mesh. Mesh is subdividable up to its original sculpt level of 7 to accurately reveal all tiny details of displacement map.

Model is designed to provide optimal detail/performance level you need. Not only high detail close-up renders are possible, but lower subdivision level/not subdivided mesh can also be used in game environments.

Geometry centered on the origin.
Real world scale.
Polygonal quads only.
No poles with more than 5 edges.

Units: centimeters
Displacement distance (useful in other software packages): 1.0 cm
UVs: linear



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TEXTURES

Textures are photorealistic 8192x8192 (32 bit per channel EXR) images, created from real object capture data.

Each model UV's were created and inspected according to its specific surface characteristic. This enables to find the optimal balance of maximum texture space allocation, intuitive layout, easy further 2d texture editing possibilities and minimal texture distortion.

Textures are designed to fit linear UVs (no internal smoothing, locked UV borders) to avoid UV smoothing errors. Geometry of evenly sized quads guarantees low linear UV texture distortion when subdivided.

In order to get a most precise representation of original object use of the vector displacement map instead of regular displacement is recommended


Textures included:

Color
Specular
Normal
Displacement
Vector displacement


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INSTRUCTIONS

Download scene files and textures. Due to its large size textures are in separate multiple archives.

For *.lxo - if downloaded textures are placed in the same folder with scene file - textures will load automatically with the scene.

For *.obj - load *.obj in your favourite 3d application and apply downloaded textures.


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No third-party plug-ins used.
Scene created in Modo 701.

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Feel free to leave your feedback. It should help me to better know your needs and actual product reception. My goal is to provide high quality models and constantly improve various aspects of them. Thank you!
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