Modular Conduits

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
OBJ
conduits_highpoly.zip
High Poly Source File
conduits_sp.zip
Substance Painter Source File

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3D Model Specifications
Product ID:985587
Published:
Geometry:Polygonal Quads/Tris
Polygons:2,576
Vertices:2,915
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since January 2009
Currently sells 267 products
Achievements:
Product Rating
1 Rating Submitted
Description
Conduits 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.


||SPECS||

Low Poly Model (16 Objects)

-conduit_90curve1
-conduit_90curve2
-conduit_90curve3
-conduit_90curve4
-conduit_90curve5
-conduit_90curvegroup
-conduit_box
-conduit_bracket
-conduit_junction
-conduit_outlet
-conduit_straight16
-conduit_straight32
-conduit_straight64
-conduit_straight128
-conduit_straight128_group
-conduit_terminus

Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

1024x1024 diffuse, specular, gloss, normal, metalness and AO (ambient occlusion) maps
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

This texture was made with Substance Painter. The Substance Painter file is available as separate downloads upon purchase.

|| Bonus ||

The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product.

* 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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