This product is a medieval torture room scene. It is an indoor environment that uses custom texture maps and mental ray based lighting. Each material comes with a diffuse, specularity, normal maps. Diffuse maps are 32-bit to utilize opacity maps. All texture maps are 2048x2048 in size. Objects use a multi-sub object material. The scene is designed with game implementation in mind. Polygon optimization and texture size is kept standard throughout. Objects are all separated and pivot points are centered for optimal importation into a game engine if so desired. Naming conventions are also used in order to facilitate easy searches and organization of objects.
Scene objects include: torture chair, archways, window sills, cages, tables, torture devices, wall and floor torches, shackles and chains, ball and chain, Judas' cradle, two-man saw, and drainage grates. Lights are created for each candle and torch source for individual tweaking. Three cameras are also included with moving tracks for suggested render paths if video is desired.
Fire is created through the use of 3DS Max emitters and material animation. The hanging cages are animated to turn and lights are animated to flicker. Animations are looped through the curve editor out-of-range-type.
FBX file does not support free lights and has exported lighting as point lights. File contains turned edges and does not support the Max generated fire emitters.