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Lockers

3D Model License: Standard    Upgrade License
FORMATS
NATIVE
3ds Max 2016  |  Default Scanline
FBX
OBJ
Additional Texture Maps (UV Template/Curvature)
Specular/Gloss PBR Textures
Unity Engine 4 Textures
Unreal Engine 5 Textures
Other Files
sp_lockers.zip
3D Model Specifications
3,502 Polygons
3,364 Vertices
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
overlapping Unwrapped UVs
Product ID: 647437
283 Products
Since 2009
4
33

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Locker with openable doors. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. This product is intended for game/real time/background use. This model is not intended for subdivision.

The main renders and wireframes were done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model.


||SPECS||

|| Geometry ||

6294 Total Tris
3502 Total Polys
3364 Total Verts

Model has five separate doors, which can be manipulated individually.

Polygons are all quads or tris, no n-gons
Model unwrapped manually to make most efficient use of the UV space.
All materials and objects named appropriately
Scaled to approximate real world size (inches)
Approximate Dimensions: 80'' x 16'' x 72''
Tested in Marmoset Toolbag 3 (see renders)
Tested in Unreal Engine 4
Tested in Unity 5
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

-2048x2048 base color, roughness, metalness, normal and AO (ambient occlusion) maps
-Textures designed for physically based rendering (PBR)
-Textures in .tga format
-Model texture paths are stripped
-Alternate set of 2048x2048 diffuse, specular and gloss textures for those who prefer the Spec/Gloss PBR setup.

This model was textured with Substance Painter 2. The Substance Painter 2 source file is also included as an extra download upon purchase.

I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter 2 to make the import process for those engines easier. See the extra downloads for those textures and instructions on how to use them.


* Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor.
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