Ammo Crate 2 is a high quality, low poly asset originally modeled in 3DS Max 2016. 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 2. 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.
Low Poly Model (1 Object)
|| Geometry ||
There are 2 different LOD's (level of details) of the model which successively use fewer polygons.
4082 Total Tris 2254 Total Polys 2294 Total Verts
2511 Total Tris 1465 Total Polys 1415 Total Verts
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: W:65'' x L:34'' x H:27'' Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016
In the .fbx download there's an extra file called ammocrate2_ue4. This version of the model has a second UV channel with no overlap which makes it useful in case you want to use lightmaps on this model in UE4.
|| Textures ||
2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped
This texture was made with Substance Painter. The Substance Painter file is available as a separate download upon purchase.
|| Bonus ||
The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product.
* 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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