RT Organic City 01

$499

Standard License | Upgrade License
Editorial Uses Only
Formats (8)
Free file format Conversions available
Native | 3ds Max 2013 | mental ray
Maya 7 | Maya Software
3D Studio
OBJ
DirectX
OpenFlight
FBX
Specifications
Publish Date November 06, 2013
Product ID 779190
Polygons 1,890,745
Vertices 2,595,227
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
TurboSquid Exclusive
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ES3DStudios
2266 Products | Contributor Since 2002
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Description

Huge 'organically grown' cityscape. No building mesh repetition what-so-ever. Set uses 193 quality power of 2 resolution textures (used across multiple buildings). This model is light enough to be used for games or simulations, and is equally suited for pre-rendering for film or print. Contains over 5,000 unique buildings.

Scripting language used to generate this model is available for application to any arbitrary street system. If you have a real piece of urban terrain you need to recreate in 3D form, our scripts can build it for you at a fraction of the costs of traditional methods. Model can be created in days, rather than months. Please ask for details. Part of a huge linked collection available from ES3DStudios. Other sets from us re-use same texture set.

Model consists of 1,890,745 polygons spread over approx. 4km x 2km. Over 5k buildings. No mesh repetition.

3ds Max version (2013 or above) includes render set-up ready to recreate preview images 'out of the box'.

All renders shown here created with 3ds Max and mental ray. Modeled predominately in tris. Quoted poly count is for triangles. Ocean surface shown in renders is a 3ds Max specific effect - not exported to other formats.

Please Note: Textures are supplied only in the 3ds Max and Maya MB zips - download one of these archives whatever format you require.

Texture Res:193 bmp textures in power of 2 resolutions. Mostly 256 square, some 512 and 512x256. An untextured version of this set is also available at a lower price. This model is not intended for subdivision. Please note: mesh nodes are split " one per material". Each material has its own mesh-node consisting of polygons spread out over the city.




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