Realistic Stone Debris Piece Complete Collection highway road tarmac

All Extended Uses
Included Formats
3ds Max 2012 V-Ray 2
3ds Max 2009 Default Scanline
3ds Max 2009 V-Ray 1.5 SP4
OBJ
Other TIFF
3DS
Autodesk FBX
Other
Other file_list
3D Model Specifications
Product ID:988340
Published:
Geometry:Polygonal Tris only
Polygons:4,996
Vertices:2,499
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since March 2005
Currently sells 843 products
Achievements:
Unrated
Product Rating
Description
Complete collection of 29 unique debris pieces. All of which come in 3 versions (5000,1000 and 300 polygons)+ original few milions polygon version.

For more pictures for each debris piece check the original product of that debris (search '(MyArtistName) debris scan' or click on my name). Each debris piece has around cca 15-25 preview pictures in its original product.

- V-Ray and standard materials
- Hi-Res Realistic product
- Correct scale
- Object(s) in their own layer (name via product name)
- Centered on 0,0,0.

Several Versions included:
1) Main version - Around 5000 Polygons (including Displacement 32 and 16 bit map, Normals And Diffuse Maps)
2) Low Poly version - Around 1000 Polygons (including Normals And Diffuse Maps)
3) Low Poly version - Around 300 Polygons (including Normals And Diffuse Maps)
4) Original HiPoly Version - Around Few Milion polygons (Diffuse Map included)

Hires TIFF textures archive (around 150MB), contains:
Diffuse 8192*8192px TIF
Normal 4096*4096px TIF
Displacement 16bit4096*4096px TIF
Displacement 32bit 4096*4096px EXR

Maps in max archives (5K (5000 Polygons) version):
Diffuse 4096*4096px JPG
Normals 2048*2048px JPG
32 bit Displacement 2048*2048px exr
16 bit Displacement 2048*2048px TIF

If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.

No part-name confusion when importing.
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