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Deputy U.S. Marshal Badge 1

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- All Extended Uses
Included Formats
3ds Max 2010 Default Scanline

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3D Model Specifications
Product ID:808376
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
TurboSquid Member Since April 2009
Currently sells 39 products
Product Rating
PRODUCT TITLE - Deputy U.S. Marshal Badge 1

Badge of deputy of U.S. Marshall, Idaho State. Original serial numbers and specific information has been removed. Fixing of badge different from the original Marshal badge fixator, but in general - changes is minor.

Model topology (if desired) can be more well, easy and deep optimized (on corners, badge fixator, central part). This form choosen for good shading and maximal effective work of normal map. Model ready for uses in games and been tested in Unity3D engine.
Diffuse texture is very neutral, you can also use this texture for creating of silver and bronze badges. If you want use this object for real-time scenes and etc, you can replace current reflection map on your reflection map (or cube-map, or real-time reflection shader).

Package included 3 high-resolution textures (1024x1024) and one (1) reflection map (512x512). One model and one material. Two lights source (can be removed and model still looks well). Standart 3D Studio MAX render without any external renderers or tech-solutions. Just open and render. That's all.

Triangles: 1238
Vertices: 623

Native file format is 3D Studio Max 2010, but for best integration in package included versions of this model in OBJ and FBX formats.

OBJ and FBX included only as model geometry. Lights, cameras and other specific sources exported from 3D Studio MAX can work with the other different software uncorrectly. Textures after import this OBJ and FBX in different software you can assign manually. Hope you understand why i do it. I apologize for any inconvenience that this causes.

1. Exported formats has no bugs, UV works correctly. Obviously there is no light in additional formats.
2. Like all my scenes this scene is handy to use and easy to modify. In this product there is no problem with multiplied materials and textures. Object has assigned only one material so there is no annoying Multi/Sub-Object materials.
3. Each scene used standard lights and you have no problems with the external specific renders. Just open scene and made a click on the render icon. 3D - it's easy.

Thank for Your time. Have a nice day.
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