Bofors 40 Mk4 BAE

Royalty Free License
- Editorial Uses Allowed
Extended Uses May Need Clearances
The intellectual property depicted in this model, including the brand "bae", is not affiliated with or endorsed by the original rights holders. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners. Learn more.
Included Formats
3ds Max 2015 V-Ray 2015
3ds Max 2014 mental ray 2014
3ds Max 2014 Default Scanline 2014
3ds Max 2015 mental ray 2015
3ds Max 2015 Default Scanline 2015
3DS 2015
Other 2015
OBJ 2015
Autodesk FBX 2015

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3D Model Specifications
Product ID:1038860
Published:
Geometry:Polygonal Ngons used
Polygons:6,539
Vertices:8,005
Textures:No
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:No
Unwrapped UVs:No
Artist
TurboSquid Member Since February 2015
Currently sells 28 products
Achievements:
Product Rating
Unrated
Categories

Legal Notice: The intellectual property depicted in this model, including the brand "bae", is not affiliated with or endorsed by the original rights holders.

Description
The 40mm MK4 Bofors naval deck gun built by BAE is a modern cannon used by various navies and coast guards around the world.

This naval deck gun is used by various navies around the world;
- Japan
- Sweden
- Finland
- Iceland
- Estonia
- Uruguay
- Indonesia
- Malaysia.

The model is created in 3ds Max 2015, and rendered in V-Ray 3.2.
I work as close to real world scale as i can (in meters).
I build my models based on references found on internet. Blueprints, photos and data found on internet.

The materials are V-ray materials without textures. I have built most of my models with the same multi-material setup for easy adjustment.
Personally i like the clean untextured look, but if you are in the real-time game engine scene you will need to do some unwrapping work. For now, i will leave the models as they are.

For modelling i like to create hard surface models without sub-d options. I have subdivided the models before cutting out the doors or other shapes.
My opinion is that this will keep polycount relatively low.
The edges are bevelled in.

The shown renders are created with HDRI lighting, which is excluded from the scenes.
The images are without Photoshop post processing, except cutting out the background an giving them a simple drop shadow.

The model is divided in Base, turret, and gun for easy positioning. The pivots and hierarchy are setup correctly.
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