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3D 2020 Tesla Roadster

3D Model License: Standard    Upgrade License
FORMATS
NATIVE
3ds Max 2015  |  Corona 5.0
Cinema 4D R17  |  Default Scanline
3ds Max 2015  |  Default Scanline
Maya 2015  |  Maya Software
3D Studio
FBX
OBJ
3D Model Specifications
85,200 Polygons
92,592 Vertices
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
Mixed Unwrapped UVs
Product ID: 1238112
445 Products
Since 2005
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High detailed 3D model of 2020 Tesla Roadster with interior.

Main features:
- Originally created with 3ds Max 2015
- Two .MAX files with Corona and Standard 3ds Max materials
- Subdivision modifier is available in the history for .MAX, .MB and .C4D file formats (subdivision iteration 1 is set for all objects). So you can get access to original non-smoothed mesh by deactivating the Subdivision modifier
- Separate objects like body, wheels and doors. Total number of objects is 20. All objects are intelligently named
- Doors can be opened, roof is detachable, spoiler is moveable
- Unit system is set to metric (millimeters). Real-world scale
- All textures and materials are included and assigned
- 12 textures, which vary in resolution from 1024x1024px to 3072x3072px
- Windshield, rear window and back side windows are using high resolution transparency mask texture
- Previews rendered in 3ds Max 2015 with Corona 5.0

Special notes:
- .FBX and .OBJ formats are recommended for import in other 3d software. If your software doesn't support .FBX or .OBJ format, please use .3DS format; .FBX and .OBJ formats were exported from 3ds Max. The geometry for .FBX and .OBJ formats is set to quads
- .FBX format is recomended for importing in real-time engines like Unreal Engine, Unity and etc.
- .MAX files can be loaded in Autodesk 3ds Max 2015 or higher. In order to use Corona rendering setups and materials, Corona 3.0 or higher is needed
- .C4D file can be loaded in MAXON Cinema4D R17 or higher. Only standard Cinema4D materials and standard renderer used
- .MB file can be loaded in Autodesk Maya 2015 or higher. Only standard Maya materials and standard renderer used

Polycounts:
   - .MAX format (only one file included with MeshSmooth iteration 1 applied to all objects):
       no MeshSmooth: 85,200 faces and 92,592 vertices
       MeshSmooth iteration 1: 339,927 faces and 355,339 vertices
       MeshSmooth iteration 2: 1,359,708 faces and 1,390,287 vertices

   - .MB and .C4D formats (only one file for each format included with Subdivision iteration 1 applied to all objects):
       no Subdivision: 85,200 faces and 92,592 vertices
       Subdivision iteration 1: 425,127 faces and 447,931 vertices
       Subdivision iteration 2: 1,444,908 faces and 1,482,879 vertices

   - .FBX and .OBJ formats (3 files included for each format):
       low: 85,200 faces and 92,592 vertices
       medium: 339,927 faces and 355,339 vertices
       high: 1,359,708 faces and 1,390,287 vertices

   - .3DS format (3 files included):
       low: 169,527 faces and 135,496 vertices
       medium: 679,854 faces and 436,244 vertices
       high: 2,719,416 faces and 1,563,933 vertices
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