Armor Vest 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 ||
6328 Total Tris 3824 Total Polys 3482 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) Dimensions: 28'' x 29 '' x 7'' Tested in Marmoset Toolbag 2 (see renders) Tested in Unity 5 Engine Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016
The .fbx download also has a model version for Unreal Engine 4. It is the exact same except it has a second UV channel with non-overlapping UV's so that you can use lightmapping on the mesh.
|| Textures ||
1024x1024 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 model was textured with Substance Painter. The Substance Painter source file is also included as an extra download upon purchase.
I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter to make the import process for those engines easier. See the extra downloads for those textures and instructions on how to use them.
|| Bonus ||
The high poly model/baking scene 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.