Chalice

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2013 Default Scanline
Autodesk FBX
OBJ
chalice_standard_psd.zip
Photoshop CS6 Source File for Standard Textures
chalice_pbr_psd.zip
Photoshop CS6 Source File for PBR Textures

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3D Model Specifications
Product ID:819873
Published:
Geometry:Polygonal Quads/Tris
Polygons:2,036
Vertices:1,905
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 267 products
Achievements:
Product Rating
Unrated
Description
This product is intended for game/real time/background use.

This model is not intended for subdivision.

This is a high quality; low poly asset originally modeled in 3DS Max 2013. The normal map was baked from a high poly model, making this product look very detailed without using many polygons.

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

||SPECS||

Low Poly Model (1 Object)

• chalice

|| Geometry ||
• 3556 Total Tris
• 2036 Total Polys
• 1905 Total Verts

• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space
• Model scaled to approximate real world size (inches)
• Approximate dimensions: W:4.7'' x L:4.3'' x H:7.5''
• Model centered at the origin
• All materials and objects named appropriately
• Tested in Marmoset Toolbag 2
• Tested in the Unreal Engine 4
• Tested in Unity
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2013

|| Textures ||

IMPORTANT: This model has TWO sets of textures. One set for standard renderers, another for PBR (physically based rendering). I used the PBR textures for the Marmoset Toolbag renders. The Unity renders use standard textures. If you're not sure which set to use, try standard first.

• 1024x1024 diffuse, specular, gloss and normal for standard
• 1024x1024 diffuse, specular, gloss and normal for PBR
• Textures in .tga format
• Model texture paths are stripped

One final note: 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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