Ice Machine

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2016 Default Scanline
Autodesk FBX
OBJ
icemachine_psd.zip
Photoshop Texture Source Files
icemachine_highpoly.zip
High Poly Model

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3D Model Specifications
Product ID:974155
Published:
Geometry:Polygonal Quads/Tris
Polygons:391
Vertices:416
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 265 products
Achievements:
Product Rating
Unrated
Description
Ice Machine is a high quality, low poly asset originally modeled in 3DS Max 2015. 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 scene for the renders IS included with the model.


||SPECS||

Low Poly Model (1 Object)

-icemachine

- 672 Total Tris
- 391 Total Polys
- 416 Total Verts


Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Dimensions: 39'' x 90'' x 70''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

2048x2048 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

-a Photosohp .psd with a color ID map, text layers and more also included to make editing the texture easier.

|| Bonus ||

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

* 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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