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Detailed Ballpoint Pen

Royalty Free License
- All Extended Uses
Included Formats
Lightwave 9.3 Default Scanline
3ds Max 2010 mental ray
3ds Max 2009 Default Scanline
3D Studio

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3D Model Specifications
Product ID:367996
UV Mapped:Yes
Unwrapped UVs:Unknown
TurboSquid Member Since November 2004
Currently sells 9 products
Product Rating
A detailed model of a plastic ballpoint pen, built to scale. Both the interior parts and the plastic shell of the pen itself are modeled, with a textured label.

The model comes in two versions: one shaded with the new material shaders in Lightwave 9.2, and the other using the standard layer-based shading.

The Materials
The node-based material shader works best in an environment with bright highlights to reflect. Since the physically-based material does not produce bright specular highlights from lights, you can add geometry to act as reflectors.
Alternately, you can use a reflection map to create highlights. Setting the Reflection Image to an HDRI probe and setting the Reflection Mode to 'Spherical Map' only will both speed up the render times and produce appropriate highlights.

The Example Scenes
The supporting package has two example scenes, demonstrating a couple of possible setups for the ballpoint pen object. You can, of course, use the object however you like; but these scenes are intended to suggest a starting point, or can be used as a reference.
There are two scenes:
pen_render.lws (Demonstrating the node-based materials)
pen_render_no_nodes.lws (Using the standard materials)
The scenes are optimized for appearance rather than speed. If you would prefer a faster rendering time, setting the ray-trace recursion to a lower number (such as 6) and turning off the reflections on the macro_box object will speed the render up considerably.

Other File Formats
The Max 2010 version has Mental Ray and Scanline compatible materials and includes the pen with and without the example posing stage.
The 3DS and OBJ formats have the full pen geometry, though they lack some of the materials and shaders due to the limitations of the format.
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