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Flexible Machinist Lamp

Royalty Free License
- All Extended Uses
Included Formats
Blender 2.49b

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3D Model Specifications
Product ID:604284
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since April 2006
Currently sells 195 products
Product Rating
Artwork information:
A Flexible Machinist's Lamp, standard US electrical cord, plug and incandescent light bulb.

Model information:
-Model is optimized for use in pre-rendered applications.
-Model contains 100% quad geometry.

- Verts: 3691
- Tris: 7268
- Faces: 3634

UV information:
-Model is completely UV unwrapped: non-overlapping.
Texture information:

Color map (Overlay) information:
- Color map is a 24 bit, .jpg.
- Color map resolution is 2048x2048 pixels.

Normal map information:
- Normal map is a 24 bit, .jpg.
- Normal map resolution is 2048x2048 pixels.

Adjusting Materials (Blender version only.)
-The material labeled 'Lamp_Color' is used to adjust the lamp's color and state of wear.
-To change the lamp's color: navigate to the material settings tab and adjust the diffuse color.
-To change the lamp's level of wear: navigate to the 'map to' tab under Shading/Textures. Select the texture 'FML_OLM.jpg,' to adjust the diffuse wear: move the Col slider within the range 0-1. Select the texture 'FML_NM.jpg' to adjust the normal wear: move the Nor slider within the range 0-2.

Material information:
-Basic materials are present in all formats.
-To create your own color maps from the overlay map, create your base colors first. Paste the file FML_OLM.jpg as a new layer (above the base color layers) and set to 'overlay.'

Scene and lighting information:
-Lighting and camera rig included in the source .blend (Blender) file: open with Blender and key f12 to render.
-Other formats do not contain lighting / camera setup.

Rigging information:
-Lamp's neck is selection rigged to standard armatures.
-Lamp's cord is selection rigged to standard armatures.
-To pose the flexible components: In pose mode, 1: Select the bones for the area you wish to manipulate 2: Set the pivot selection to 'Individual Centers' 3: Use the R key to rotate the bones.
-Only the Blender version is rigged, the other formats do not contain rigging information.

Copyright Information:
-3D Model(s), texture(s) and image(s) copyright © 2011 Specter Arts

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