Microscope

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
OBJ
microscope_highpoly.zip
High Poly Model (.max, .fbx, .obj)
microscope_psd.zip
Photoshop Texture Source File

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3D Model Specifications
Product ID:822200
Published:
Geometry:Polygonal Quads/Tris
Polygons:1,025
Vertices:1,163
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 267 products
Achievements:
Product Rating
Unrated
Description
Microscope is a high quality, low poly asset originally modeled in 3DS Max 2016. 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. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model.


||SPECS||

Low Poly Model (1 Object)

microscope

|| Geometry ||
1946 Total Tris
1025 Total Polys
1163 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:7.1'' x L:7.9'' x H:13.2''
Model centered at the origin
All materials and objects named appropriately
Tested in Marmoset Toolbag 2
Tested in the 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, AO and normal
Textures in .tga format
Model texture paths are stripped
Textures designed for Physically Based Rendering (PBR)

|| Bonus ||

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

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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