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Industrial Sink

3D Model License: Standard    Upgrade License
FORMATS
NATIVE
3ds Max 2016  |  Default Scanline
FBX
OBJ
Other Files
sp_industrialsink.zip
industrialsink_highpoly.zip
3D Model Specifications
978 Polygons
1,058 Vertices
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
non-overlapping Unwrapped UVs
Product ID: 791466
283 Products
Since 2009
4
33

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Industrial Sink 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.


||SPECS||

Low Poly Model (1 Object)

-industrialsink

|| Geometry ||

There are 2 different LOD's (level of details) of the model which successively use fewer polygons.

Lod 0:

1862 Total Tris
978 Total Polys
1058 Total Verts

Lod 1:

842 Total Tris
478 Total Polys
482 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: W:33'' x L:28'' x H:53''
Tested in Marmoset Toolbag 2 (see renders)
Tested in Unreal Engine 4
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||
2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped

This texture was made with Substance Painter. The Substance Painter file is available as a separate download upon purchase.

|| Bonus ||

The high poly model 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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