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Walking Hut

$39
or
Royalty Free License
- All Extended Uses
Included Formats
May 12, 2015
CheckMate Lite Certified
Maya 2012 mental ray 3.9.1.14

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3D Model Specifications
Product ID:923131
Published:
Geometry:Polygonal Quads/Tris
Polygons:905
Vertices:938
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:Yes
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since June 2012
Currently sells 14 products
Achievements:
Product Rating
Unrated
Description
Originally created with Maya 2012
Product name: Walking Hut
Royalty Free License - All Extended Use

tags: cartoon house, mobile games, fairy, charmed hut, sorcery
->

|| GENERAL ||

A fairy walking house.
Model is to common game-world scale.
Constructed from a sketch.

|| USAGE ||

This model was created for game use as a real-time asset.
This model is suitable for mobile games, children's books, 3d printing,
advertising, cartoons, etc.

You can use it in conjunction with a 'Flying Hut' character.

|| SPECIFICATION ||

1762 tris
938 verts
905 faces
47 joints

This product contains 5 animated actions:

> die animation
> idle animation
> idle rare animation
> run animation
> spawn animation

All animations are stored in separate files.

|| TEXTURES ||

This model contains standard materials only.
Texture maps are diffuse, normal, ambient occlusion, gradient.
Texture maps dimension is 512x512.

Contains 4 PNG texture files:
> png_hut_amboc.png
> png_hut_diffuse.png
> png_hut_gradient.png
> png_hut_nrml.png

and 2 duplicates in TGA format:
> charmedhut_color.tga
> charmedhut_normal.tga

|| PRESENTATION IMAGES ||

Rendered with mental ray 3.9.1 version.
Render settings:
> Enable Default Light is off if you want to use your own direction lights
> Enable Color Management is off
> Gamma 1.0
> Framebuffer RGB (Byte) 3x8 Bit data type for JPEG image format
> (mr options) Export Polygon Derivatives (on), Maya Derivatives (on)
> You can use indirect lighting for better result:
GI (Global Illumination) and FG (Final Gathering)
+ you can use Physical Sun or Direction Light
(depending on what do you want to get in a visual production)

|| RIG ||

The deformation skeleton and the control rig of it's own are
in separate files. This makes export to game engines more easy and predictable.
You have one file with your model which is used as a file reference for
the rig maya scene.

Rig has FK/IK switch feature but it comes without FKIK match script.
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