Bookshelf 01

All Extended Uses
Included Formats
3ds Max 2015 Default Scanline
Autodesk FBX
OBJ
3D Model Specifications
Product ID:948191
Published:
Geometry:Polygonal Quads/Tris
Polygons:2,405
Vertices:2,472
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 249 products
Achievements:
Unrated
Product Rating
Description
Bookshelf 01 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.

Several sets of books are also included!

||SPECS||

Low Poly Model (5 Objects)

• bookshelf01
• bookset01
• bookset02
• bookset03
• bookset04


|| Geometry ||

Bookshelf and books combined:

• 4406 Total Tris
• 2405 Total Polys
• 2472 Total Verts

• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space.
• Approximate dimensions: W:64'' x L:20'' x H:100''
• All materials and objects named appropriately
• Tested in Marmoset Toolbag 2 (see renders)
• Tested in Source Engine
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2015

|| Textures ||

• 1024x1024 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for the bookshelf

• 512x512 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for bookset01

• 512x512 diffuse, specular, normal and gloss maps for bookset02

• 512x512 diffuse, specular, and normal maps for bookset03

• Several diffuse texture variations for bookset02 are included. Bookset04 uses the same textures as bookset02.

• Textures designed for physically based rendering (PBR)
• Textures in .tga format
• Model texture paths are stripped

• Photoshop .psd of the textures also available upon purchase to make texture changes easy.



* 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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