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The most accurate model of the Chevy Impala you'll find on here. Highly accurate body and decals.
6/2/10 - Accurate as far as the most recent references. Includes the new sharkfin on the decklid. I may update the spoiler once the cars actually race. Also, the headlight and taillight decals are not as high resolution as my other models. They should be updated when better references are available.
The zip files include the model, materials, textures, and a render scene the same as used in the above images. A 4096x4096 .psd fully layered template is included for easy high resolution paint scheme production. A contingency set is also included on the template. Such high resolution allows renders to be at or even larger than 5000 pixels without showing pixelation on the car. The scene is a simple studio scene with two cameras. They are also included as the same file formats as the car, although the lights included may not work in the non-Max file formats.
The model has a basic cockpit which should not be the main focus of renders. The model does not have a fully modeled chassis.
The Max file is the primary file format used. All objects should be ready with render-smoothing modifiers. Due to the nature of the mapped body, the body model includes a UVW Mapping paste modifier to insure minimal warping of the texture due to the smoothing modifiers.
3DS OBJ FBX
All of these will not import with smoothing modifiers. I recommend the buyer using 2 iterations in smoothing modifiers for rendering. The smoothing modifiers should also smooth according to smoothing groups for all objects. Also, the UVW Mapping Paste wont be available so there might be slight extra warp of the texture around mapping seams.
The 3DS file format imports in triangles, so it must be converted to editable polygons. There may be a few triangles left over, depending on the software.
All materials are standard or Raytrace. I included two material sets, one with both and one with just standard materials. If standard materials are used, then the buyer will have to manually make reflective materials for the body, wheels, glass, and chrome.