Game Ready Beretta PX4 Storm with LODs

$29

Standard License | Upgrade License
Editorial Uses Only
Formats (5)
Free file format Conversions available
3ds Max
FBX
Other Textures
Maya
OBJ
Specifications
Publish Date April 03, 2016
Product ID 1023085
Polygons 2,248
Vertices 2,055
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
Non-overlapping Unwrapped UVs
PBR
TurboSquid Exclusive
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Dannan
375 Products | Contributor Since 2010
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Description

This is a low poly game ready Color-it-yourself Beretta PX4 Storm with 4 LODs and various detail and resource maps

....::: MAIN FILES & FORMATS :::....
- FBX
- OBJ
- Marmoset Toolbag 2.08
- Maya 2013
- 3ds Max 2013

....::: UV MAPS :::....
- The model relies on1 UV map.
- All LODs use the same UV map so you only have to paint/texture once.

....::: MAPS :::....
Texture maps with a _UE4 suffix are baked with Unreal Engine 4 specific settings

PX4_Normal.tga (8192x8182) & (4096x4096)
PX4_Normal_UE4.tga (8192x8182) & (4096x4096)
PX4_AO.tga (8192x8182) & (4096x4096)
PX4_Curvature.tga (4096x4096)
PX4_ColorID.tga (8192x8182) & (4096x4096)


....::: Level Of Detail :::....
* LODs 2 to 4 are triangulated

LOD1
2,248 polys
4,032 tris
2,055 verts

LOD2
3,215 tris
1,646 verts

LOD3
2,404 tris
1,237 verts

LOD4
1,988 tris
1033 verts


************************PLEASE READ************************

....::: No Color, Only Detail Maps :::....
This product is a Color-It-Yourself asset that does not come with an Albedo, Metalness or Glossiness map. As shown above in Marmoset, Unreal Engine 4 and Unity 5, simple color swatches and float values were used in the Albedo, Metalness and Glossiness parameters.
Albedo = RGB(70,70,70)
Metalness/Reflection = 0.08 to 0.2
Glossiness/Smoothness = 0.56 to 0.6
Roughness = 0.5 to 0.7

....::: 3ds Max and Maya Formats :::....
This is a real-time asset that is intended for use in video games and other real-time applications. The maya and 3ds max versions contain all LODs with a standard material applied to them and a normal map connected to the standard material.
These formats are only intended to be hold the original geometry and serve as a workroom. They will not produce the kind of real-time renders shown above unless a Mental Ray, Arnold or Vray scene setup and workflow is used with Indirect illumination and HDRI lighting and reflections.

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