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Burned Logs and Ashes

$34
or
Royalty Free License
- All Extended Uses
FORMATS
NATIVE
Blender 2.8  |  Cycles Render
OBJ
Burned_logs_and_ashes_textures_1_of_3_blender.zip
Burned_logs_and_ashes_textures_1_of_3_additional.zip
Burned_logs_and_ashes_textures_2_of_3_blender.zip
Burned_logs_and_ashes_textures_2_of_3_additional.zip
Burned_logs_and_ashes_textures_3_of_3_blender.zip
Burned_logs_and_ashes_textures_3_of_3_additional.zip
3D Model Specifications
11,559 Polygons
11,684 Vertices
Polygonal Quads only Geometry
Textures
Materials
UV Mapped
non-overlapping Unwrapped UVs
Product ID 800184

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Since 2013
All preview renders were rendered in Blender 2.8 using Cycles renderer with physically based Principled BSDF shader. Render setup utilizes 16384x8192 HDRI image lighting map (included).
Textures are optimized for PBR rendering solutions (using Metalness or Specular workflows).
Level 5 subdivision modifier is applied to geometry. Beauty renders uses albedo, roughness and vector displacement maps.
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GEOMETRY

Geometry provided includes 5 low poly meshes.
Each mesh is subdividable up to original sculpt level of 6 to accurately reveal all tiny details of displacement map.

Model is designed to provide optimal detail/performance level you need. Not only high detail close-up renders are possible, but lower subdivision level/not subdivided mesh can also be used in game environments.

Geometry centered on origin.
Polygonal quads only.
No poles with more than 5 edges.
Real world scale.

Units: centimeters
Displacement distance (useful in other software packages): Ground_base - 3.0 cm; all other objects - 1.0 cm.
UVs: linear


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TEXTURES

Textures are photorealistic (32 bit per channel EXR) images, created from real object capture data.
Each of 5 meshes has its own uv map and textures. Texture sizes varies according to object real world scale and are as follows:

Log_burned_01    2048x2048
Log_burned_02    4096x4096
Log_burned_03    4096x4096
Log_ashes             8192x8192
Ground_base         8192x8192

Each model UV's were created and inspected according to its specific surface characteristic. This enables to find the optimal balance of maximum texture space allocation, intuitive layout, easy further 2d texture editing possibilities and minimal texture distortion.

Textures are designed to fit linear UVs (no internal smoothing, locked UV borders) to avoid UV smoothing errors. Geometry of evenly sized quads guarantees low linear UV texture distortion when subdivided.

In order to get a most precise representation of original object use of the vector displacement map instead of regular displacement is recommended.

Textures used in provided Blender scene:

Albedo
Roughness
Vector Displacement

+ Spherical 16384x8192 HDRI map texture.


Additional textures provided in separate archive:

Normal (for subdivision level 0 geometry)
Specular
Glossiness
Displacement








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No third-party plug-ins used.
Scene created in Blender 2.8.

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