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Street Light

Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2011 V-Ray 2.40.03
3ds Max 2011 mental ray
Maya 2011 Maya Software
3D Studio
FBX 2013.3
Instructions on using the model

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3D Model Specifications
Product ID:1115072
Geometry:Polygonal Quads only
UV Mapped:Yes
Unwrapped UVs:Mixed
TurboSquid Member Since May 2008
Currently sells 26 products
Product Rating
High detailed photorealistic 3D model of classic style street light. The model is completely UV-mapped and smoothable, made with 3ds Max 2011 and V-Ray 2.40.03.

* Model was made with clean topology based on loops and quads.
* Support edges are provided to retain model's shape after subdivision.
* Model provides level of details enough for close-up renders.
* Objects, groups, materials, textures in a scene have unique and meaningful names.
* Model has real world scale (system units - mm).
* Model is centered to the world origin and put right on the grid.
* Model provides clean UVs non-overlapping within each material group.
* Two *.max files are provided: for V-Ray render and Mental Ray render.
* File formats: 3ds Max 2011 (original), Maya 2011 (ma), 3DS, OBJ, FBX.
* .max and .ma files include cameras and lighting setups used to render signature and preview images.
* The model is completely ready for visualization.
* All previews were rendered in 3ds max with V-Ray render engine using mesh subdivision level 2.

The following formats are included in the pack:
.max (3ds Max 2011, V-Ray 2.40.3 render)
.max (3ds Max 2011, Mental Ray render)
.ma (Maya 2011 (ASCII), Maya Software render)
.obj (Wavefront Technologies)
.fbx (Autodesk FBX version 2013.3)
.3ds (3D Studio)

.FBX,.OBJ,.3DS were exported straight from 3ds Max.

Vertex count: 16632

Polygon count:
- Quads: 16092
- Tris: NONE
- N-Gons: NONE

Model dimensions: H=2510mm, W=1073, L=350mm

Materials (V-Ray 2.40.03): IronMtl, GlassMtl

Diffuse and bump maps for materials are tileable and have 1000x1000 resolution.

UV maps are grouped in two boxes: Glass, Metal

The model is deployed with base mesh subdivision. To get more smooth look in renderings apply subdividing procedure to the mesh, ex. TurboSmooth modifier in 3ds Max.
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