Gazebo (Mobile)

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2013 Default Scanline
3ds Max 2010 Default Scanline
Autodesk FBX
OBJ

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3D Model Specifications
Product ID:821561
Published:
Geometry:Polygonal Quads/Tris
Polygons:563
Vertices:970
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
Artist
TurboSquid Member Since January 2009
Currently sells 267 products
Achievements:
Product Rating
1 Rating Submitted
Yowser_1
May 3, 2016
PERFECT!

I have had my eye on this for a long time. We are finally to the point we need to start buying the finishing touches for our virtual world. We are NOT mobile, but it is always good to hold down polys, and this looks fantastic.

This is exactly what I wanted - and the best gazebo in TurboSquid! The quality is fantastic, importing is a charm, and it is a wonderful addition to our world.

We are using this in the latest stable version of Unity 3D - 5.3.4 f1.

Great product. Thank

Description
This product is intended for game/real time/background use. It was specifically designed for mobile platforms, although you can also use it on other devices. Originally modeled in 3ds Max 2013.

This model is not intended for subdivision.

The main renders and wireframes were done in Marmoset Toolbag 2.

||SPECS||

Low Poly Model (1 Object)

• gazebo

|| Geometry ||
• 1110 Total Tris
• 563 Total Polys
• 970 Total Verts

• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space
• Model scaled to approximate real world size (inches)
• Model dimensions: W: 278'', L: 278'', H: 254''
• Model centered at the origin
• All materials and objects named appropriately
• Tested in Marmoset Toolbag 2
• Tested in the Unity Engine
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2013

|| Textures ||

• 512x512 diffuse map
• Model texture paths are stripped

One final note: 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.
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