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Three Asteroids

3D Model License: Standard    Upgrade License
FORMATS
NATIVE
3ds Max 2011  |  Default Scanline
Lightwave 11  |  Default Scanline
Maya 2011  |  Default Scanline
ZBrush 4
FBX
OBJ
3D Model Specifications
72,344 Polygons
72,350 Vertices
Polygonal Quads only Geometry
Textures
UV Mapped
non-overlapping Unwrapped UVs
Product ID: 1017338
451 Products
Since 2008

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Three photorealistic asteroids with 4K BPR textures and displacement maps. These three different models have enough variation to create entire asteroid fields.

High res sculpt is also available in zBrush format.

Preview renders were rendered using Iray renderer in Substance Designer.

This model can be subdivided and displaced using the included displacement maps for ultra high detail renders.

------ Mesh details ------
Collection of three separate object files in each format
asteroid01
asteroid02
asteroid03

All clean quads only meshes with no overlapping geometry or isolated vertices. Can be subdivided.

asteroid01 24225 quads 24227 verts
asteroid02 25156 quads 25158 verts
asteroid03 22963 quads 22965 verts

------ 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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