This model has under 23,000 polygons, so it's as lightweight as it can be without sacrificing details. Enough detail to be your character's getaway vehicle, but lightweight enough to park outside your latest architectural presentation. The Textures of this model are contained in 3 unified UV Maps. One for Color, one for Reflection and finally, one for Transparency. This makes editing the paintjob very easy and it will also keep your file neat. No one likes the idea of 50 different textures for a simple vehicle...The Paintjob and decals also have thier own layers in the Accompanying Photoshop Files, so you can easily adjust the colour and graphics. Both the Jpeg and PSD formats are supplied in 2048 X 2048 pixel maps. You can easily reduce the size of these maps if this resolution is too heavy for you, but this size texture is quite generous while not being too heavy. All the file formats provided support UV coordinates, so no matter which file format you use, the texture should apply flawlessly. (you may have to apply it yourself in your 3D program, but this is as simple as creating a new material and loading the 3 textures into thier respective material channels) Technical Note: This model was designed with a 'Phong Smoothing' angle of 80° (also referred to as 'Normal Smoothing' or 'Normal Softness') so this would be your optimal setting in your 3D Software. Also, if 80° is too smooth, try 60° instead. .3DS Special note: The 3DS Format is very outdated and has a few serious issues that manifest themself in strange ways. The mesh is triangulated and Phong Shading / Normal Smoothness / Shading Groups are not translated correctly. In addition, your texture's names are truncated and not reassigned correctly. I have also found that the mesh is disconnected from itself wherever a UV mesh ends. I have however managed to pull of a good-ish conversion. After Importing you will need to weld all of the verticies of the objects to make the mesh continuous again and once that is done the mesh will be useable. I suggest using the VRML or OBJ formats before resorting to .3DS |