MODEL DESCRIPTION This is a A4 paper organiser. This is a basic high detailed model. The model is designed to be use as prop or an extra to a scene not as a primary piece. This model is designed by Syrak Models and is original.
MESH The model is 5 objects. (1) Three separate trays. (2) The paper piles / stacks. (3) The paper with text. 7652 polys. 8004 vertices The object have been separated so sub division / turbo smooth can be applied to the tray and the paper with text only. The stacks of paper have been designed not to have sub division / turbo smooth because it is unnecessary and only increases the poly count. The model is set to real world scale. The origins have been placed at the base of the object. The model has been designed to have sub division / turbo smooth, but it has been supplied without it. Without sub division / turbo smooth it could be used as a low poly asset, or with sub division / turbo smooth it could be used as a high poly asset suitable for close up shots. This model has been set out in a logically. All meshes, objects, materials and textures have been named correctly. This model contains only 4 sided polygons(QUADS), **there are NO triangles or N-gons.**
ANIMATION This product is not rigged.
TEXTURES / MATERIALS
1 x 4096 x 4096 diffuse PNG. Colours the piles of paper and the paper with text. The trays are only materials and have no UV's or textures. The textures are made very large so the maximum amount of detail can be seen. If you don't need such large texture just re-scale them to an appropriate size in powers of 2 (2048 x 2048, 1024 x 1024, 512 x 512, etc...) keep the aspect ratio the same to avoid any weird stretching. To get the same look that is in the render you will need to apply the materials correctly in your own software as each software package handles diffuse textures, masks and alpha textures differently it is up to you to work out what will work. All textures are designed and made by Syrak Models. The materials will have to be applied manually.
RENDERED Model is rendered in Cycles / Blender internal.