This is a 3d model of a police dog's body armor. This product is suitable for animation, film, games and advertising. The provided higher resolution obj files can be used in projects where optimal fidelity is a priority. Low resolution geometry is ideal for game projects.
This body armor was modeled for a dog that is approximately ~2.09 ft but can be fitted to any quadruped 3d model with scale, rotate, transform and soft selection tools in any 3d software package.
.OBJ DETAILS :::....
The .obj files of the model are provided in 3 levels of detail.
Subdivision level 1: 11,493 polys, 11,449 verts
Subdivision level 2: 45,612 polys, 45,676 verts
Subdivision level 3: 182,448 polys, 182,528 verts
....::: TEXTURES :::....
This product comes with 2 sets of textures. One for the body armor and one for the text label. There are two text label options. One is a grayscale design and the other is a gold design.
All source textures used to create the below textures are also included in a separate folder. Source textures are in .tiff format and have all fine detail in their highest fidelity.
BODY ARMOR TEXTURES :::....
DorArmor_Diffuse.jpg (5120x5120) (source: 8192x8192)
DogArmor_Specular.jpg (5120x5120) (source: 8192x8192)
DogArmor_Normal.jpg (5120x5120) (source: 8192x8192)
LABEL TEXTURES :::....
Label_Police_gray (2048x2048) (source: 2048x2048)
Label_Police_gray_Specular (2048x2048) (source: 2048x2048)
Label_Police_gold (2048x2048) (source: 2048x2048)
Label_Police_gold_Specular (2048x2048) (source: 2048x2048)
Label_Normal (4096x4096) (source: 4096x4096)
Blank Labels also included so you can add your own text :::....
Label_Blank (2048x2048) (source: 2048x2048)
Label_Specular_Blank (2048x2048) (source: 2048x2048)
....::: PREVIEW RENDERS :::....
All the above preview images were rendered in a real time rendering engine with basic lighting and no Indirect illumination or color correction. The specular maps were also used as the gloss maps in the real time rendering engine.
A white key light, a cool fill light(light blue) and two warm back lights(light red) were used in the realtime rendering engine.
All the meshes used in the preview image renders are subdivision level 1 meshes with the exception of the D-rings and the side straps. Know that applying a smooth operation to all subdivision level 1 meshes produces spectacular results. Subdivision level 2 was used for the D-rings and side straps because the real time engine used for the renders does not perform smoothing operations equivalent to Maya's smooth preview and Max's turbosmooth.
If you use this product in Maya, 3ds Max, C4D etc I recommend that you apply a smoothing operation like smooth preview(Maya) or Turbosmooth(3ds Max) to the buckles and D-ring meshes. All other meshes could have their normals softened(Maya) or Unified(3ds Max). If you don't know how to soften normals in your preferred 3d application then just use a basic smoothing operation for all meshes.
Lastly, you can mix and match meshes from different subdivision levels to get different levels of detail in areas that matter more to you.
....::: GEOMETRY LIST :::....