Pallet 01

All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
OBJ
Other Files
sp_pallet01.zip
Substance Painter Source File
pallet01_highpoly.zip
High Poly Model (.max, .fbx, obj)
3D Model Specifications
Product ID:698950
Published:
Geometry:Polygonal
Polygons:389
Vertices:380
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 250 products
Achievements:
Unrated
Product Rating
Description
Pallet is a high quality, low poly asset originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. This product is intended for game/real time/background use. This model is not intended for subdivision.

The main renders and wireframes were done in Marmoset Toolbag 2.


||SPECS||

Low Poly Model (1 Object)

-pallet01

|| Geometry ||

700 Total Tris
389 Total Polys
380 Total Verts

Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Dimensions: 48'' x 40'' x 6''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
Tested in Source Engine
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

There are two sets of textures for this model: snowy and non-snowy.

2048x2048 diffuse, roughness, normal and AO (ambient occlusion) maps
Extra diffuse, roughness and normal maps for the snowy version
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

This texture was made with Substance Painter. The Substance Painter file is available as separate downloads upon purchase.

|| Bonus ||

The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product.

* 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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