------ UV details ------ Non-overlapping clean UVs. Each model has their own UV coordinates separately from each other.
------ Texture maps ------ No visible seams or artifacts.
Texturing method: Metal-roughness PBR scheme (1) All textures resolution: 4096x4096 Texture format: PNG & PSD basecolor, roughness and normal maps included (3x.png) (please insert zero value to metalness) Displacement maps: PSD Normal maps were baked from high poly using xNormal. OpenGL normal map format. (T-Mikk Tangent basis) (2)
Notice: (1) Because none of the main formats support PBR materials at the moment, I have only added base colour as the texture. Please add materials and other textures / displacements in your render engine to get most out of these models, to get similar result as in the preview render. (2) Although the low-poly model normals are baked from high res models using xNormal (this having the normals information baked in), due to the relatively high polycount of the production meshes, there should be very little or no issue to the tangent basis discrepancy even when using other than T-Mikk calculation. However it is of course necessary to pay attention to the Y direction (this model uses OpenGL format).
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