This 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):
This model also comes with a level of detail (LOD) version which uses fewer polys.
|| Geometry ||
LOD 0: 1618 Total Tris 830 Total Polys 923 Total Verts
LOD 1: 796 Total Tris 413 Total Polys 476 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: 25'' x 34'' x 14'' Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 Tested in Unity 5 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016
|| Textures ||
-1024x1024 diffuse, roughness, metalness, emissive, normal and AO (ambient occlusion) maps -Textures designed for physically based rendering (PBR) -Textures in .tga format -Model texture paths are stripped -There is an alternate set of 1024x1024 diffuse, specular and gloss textures for those who prefer the Spec/Gloss PBR setup.
This model was textured with Substance Painter 2. The Substance Painter 2 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 2 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.