The Imperial Chest of Conquest is a stylized model with mid range polygon count, which is suitable for using in the movies, animation and also in game engines such as Unreal and Unity. The polygon count is a bit higher because of modular capability and possibility for further customization of this model.
Release Notes for Runic Floor v1.0
Product Release Date Published Mar 30, 2017
Intended Engine Unreal Engine and Unity Engine
Engines Tested Unreal Engine 4
Product file Formats and Supported Platforms
Autodesk 3ds Max (.MAX) The Foundry Modo 902 (.LXO) Unreal Engine 4.15.1 (.UPROJECT) Pixologic ZBrush 4R7 (.ZTL) Autodesk FBX 2016/14/13 (.FBX) Wavefront (.OBJ) - 3ds Max is Native file format. - Unreal Project contains also a Overview map of actual product. - Full shading, lighting, texturing and materials are applied for 3ds Max, Modo and Unreal files. - All materials have textures and no default textures are shown on any assets. - Objects are grouped in appropriate ways using layers and transforms are freeze. - The Metric Units used in the file: Centimeters - Mesh longest axis in meters: 1 m.
Physically Based Rendering: Yes
PBR Texture: Metal/Rough workflow
Texture Resolution: One texture set for entire model with 4096 x 4096 (.PNG) resolution. In addition all texture sets includes different resolution which started from the lowest 128 x128 up to highest 4096 x 4096.
Triangles Count: 16032 Vertices Count: 8104
Number of Meshes: 3ds Max: 22 Modo: 22 Unreal: 18
Number of Materials: 3ds Max: 1 Modo: 1 Unreal: 5 - Master material and 4 instances. - Materials derived from a Master Material with instances as variation.
Number of Textures: 3ds Max: Diffuse, Glossiness, Reflection, NormalDX, IOR - 5 Modo: Diffuse, Roughness, Reflection, NormalOGL, f0, AO - 6 Unreal Engine: Base Color, NormalDX, Multi Function which incorporates three RGB channels: Ambient Occlusion, Roughness, Metallic - 3
Collision for Unreal: Yes
Lightmap for Unreal: Yes
Smoothing Groups: Yes, 1 - The tangent space Normal map control the mesh surface shading. - Creation of Normal map is synced to MIKK Tangent space basis.
Additional Texture Sets are provided for different platforms such as: Unity Engine: Albedo, NormalOGL, AO, Multi Function which incorporates the Metallic and Smoothness. The Specular Set is a conversion from Metal/Rough workflow. Arnold Render: Diffuse, Roughness, Specular, NormalOGL, F0 PBR Metal/Rough: Base Color, Roughness, Metallic, NormalDX, Ambient Occlusion. The Spec/Gloss Set is a conversion from Metal/Rough workflow.
Additional maps described below can be used for further customization and for different types of special effects. - Ambient Occlusion, Curvature, ID mask, NormalDX which is baked from HP sculpted mesh without grunge effect, Thickness, Position and World Space Normals.