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Runic Floor

$29
or
Royalty Free License
- All Extended Uses
Included Formats
Feb 20, 2017
CheckMate Pro Certified
3ds Max 2016 V-Ray 3.30
ZBrush 4R7
FBX 13/14/16
OBJ
Other 2.4

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3D Model Specifications
Product ID:1089322
Published:
Geometry:Polygonal Quads/Tris
Polygons:28,380
Vertices:29,976
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since March 2009
Currently sells 11 products
Achievements:
Product Rating
Unrated
Description
Runic Floor


The Runic floor is a modular asset initially sculpted in ZBrush and then transferred to 3ds Max for further development.

Efficient and cleverly designed model suitable for creating modular environment with elegancy.


Release Notes for Runic Floor v2.0

-Adding Studio Edition mesh.
-Adding second material with different texture set.
-Make enhancement to previous texture set.
-Adding ZBrush Source File.
-Adding Substance Painter Source File.
-Smart Materials for SP: Stylized Stone 01, Stylized Stone 02

Product Release Date
Update on Feb. 14, 2017
Published Nov. 04, 2016


Product file Formats and Supported Platforms


Autodesk 3ds Max 2016 (.MAX)
- Native file format.
- Full shading, lighting, texturing and materials are applied for 3ds Max files.
- All materials have textures and no default textures are shown on any assets.
- Objects are grouped in appropriate ways using layers and transforms are freeze.
- The Metric Units used in the file: Centimeters
- Mesh longest axis in meters: 1 m.

Pixologic ZBrush 4R7 (.ZTL)
- 31 SubTools

Substance Painter 2.4 (.SPP)
- Project files are included for both editions.

Autodesk FBX 2016/15 (.FBX)

Wavefront (.OBJ)



Technical Specifications - 3ds Max Format


Physically Based Rendering: Yes

Texture Resolution: One texture set for entire model with 2048 x 2048 GE and 4096 x 4096 SE (.PNG) resolution.

Triangles Count: 336 GE
Vertices Count: 182 GE
Polygon Count: 14022 SE

Number of Meshes: 33
Number of Materials: 4

Number of Textures: 22 - Diffuse, Glossiness, Reflection, NormalDX, Height, IOR

Smoothing Groups: Yes, 1
- The tangent space Normal map control the mesh surface shading.
- Creation of Normal map is synced to MIKK Tangent space basis.


Additional maps described below can be used for further customization and for different types of special effects.
- Ambient Occlusion, Curvature, ID mask, NormalDX which is baked from HP sculpted mesh without grunge effect, Thickness, Position and World Space Normals.
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