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ARSENAL VG33

Free
Royalty Free License
- Editorial Uses Allowed
Extended Uses May Need Clearances
The intellectual property depicted in this model, including the brand "arsenal aircraft", is not affiliated with or endorsed by the original rights holders. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners. Learn more.
Included Formats
Lightwave 2015 Default Scanline 2015
Blender 2.79 Cycles Render
Lightwave 2018 Default Scanline 2018
3D Model Specifications
Product ID:1067251
Published:
Downloads:79764
Geometry:Polygonal
Polygons:165,285
Vertices:173,338
Textures:Yes
Materials:No
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since September 2002
Currently sells 46 products
Achievements:
Product Rating
16 Ratings Submitted
mandle
Aug 27, 2016
Thank you for saving in a generic format that I can work with.
jgama
Dec 21, 2016
kusomaki
Jan 10, 2018
member3868164195
Jan 31, 2018
3dmodelaccount
May 7, 2018
Really nice, the left aileron seems to be attached to the plane model however.
member1096164762
Jun 28, 2018
Manfre 117
Nov 23, 2018
Good work!
gofree33
Jan 27, 2019
a really nice model!
member1239232874
Feb 26, 2019
smidoid
Apr 1, 2019
Breath-taking. We hope to be including a rendering of this in our Freestyle book out in mid 2019. A truly beautiful model made with great skill and care.
member1925220999
Jun 6, 2019
sebb12nr2
Jun 9, 2019
member5371715187
Jun 25, 2019
member6064679327
Jun 30, 2019
ss,ldssd
member5919999779
Jul 5, 2019
j007jackson
Jul 13, 2019
Good Stuff
Categories

Legal Notice: The intellectual property depicted in this model, including the brand "arsenal aircraft", is not affiliated with or endorsed by the original rights holders.

Description
ARSENAL VG33
Color scheme: Arme de l'Air - 1940

GENERAL INFO
Textures: Raw rgb, diffuse, specular, reflection, trasparency and two bump maps
Textures size: 8k
The archive includes two additional Raw rgb textures (clean and custom) and decals to customize your model.
Modeling, texturing and setup are all made with Lightwave 2015. The scene and the model are compatible starting from Lightwave 11.x. Due to different way to handling texture values, probably you have to correct texture settings when use the object with other software.
Regarding the textures, I suggest you to not use the Diffuse Map I provide unless you need a static render.
Inside Images folder there is the Custom subfolder where you can find two additional color textures (clean and custom) and some decals.
The clean version is the same of the original one without scratches and dirty.
The custom version has only the camouflage colors without decals, scratches and dirty to permit you to customize your aircraft.

LIGHTWAVE
Inside the Lightwave scene there is a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators, landing gears, propeller and other stuffs. You can pick each item using the simple interface framed by the camera named 'Controls Selection Camera'. When you open the scene you will find this interface on the right side of the screen.
If you animate the model, for a better result, in the Surface Editor you may activate (for each surface) the Edit Nodes where I set up an Ambient Occlusion node linked to the Diffuse channel.

BLENDER
The Blender scene has a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators, landing gears, propeller and other stuffs.

FBX
The Fbx file has been exported with Lightwave. When you open it with other software you may need to retouch texture settings. The Fbx file includes the object with the original Lightwave setup with bones linked to the weight maps.
The Fbx file is compatible with HOUDINI (bones setup and UV textures).

OBJ
As for the Fbx file, you may need to retouch or reassign texture maps when open the Obj file with different software.

In any case the object has a unique UV map. To reassign textures you only have to load texture maps and assign each of them to the respective channel with the UV (color, diffuse, specular, etc.)
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