Vehicle Barrier

Royalty Free License
- All Extended Uses
Included Formats
Blender 2.78c Cycles Render 2017
Unity 5.5.0f3
3DS 2017
Collada 2017
Autodesk FBX 2017
OBJ 2017
Other PSD
Other Source SDK

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3D Model Specifications
Product ID:1082531
Published:
Geometry:Polygonal Tris only
Polygons:362
Vertices:230
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since June 2016
Currently sells 19 products
Achievements:
Product Rating
1 Rating Submitted
Description
A standard blockade which can be used for a variety of purposes. It is specifically designed for use in Real-Time Games.


GENERAL

- PBR (M/R)

- Extremely Optimized!

- Unity Engine Ready

- Source Engine Ready

- Easy to change colors




Model consists of 2 objects to allow for the top part to be rotated around freely. However both objects use the same material & UV.

Units are based on the Metric-system, scaled to real-world.

Pivoted appropriately for easy placement.

Normal map was baked from a Hi-Poly model onto triangulized Low-Poly. Due to this being the case the mesh has to be triangulized in order to display the normal map properly.

Everything is properly named.

Transforms have been reset.

Everything is thoroughly tested.


TEXTURE MAPS

- BaseColor
- Normal
- Ambient Occlusion
- Metallic
- Roughness
- DetailNormal (Microsurface bump normal map)
2048 x 2048 (All of the above)

Most formats are PNG, also a TGA-32 here or there for alpha channel usage.
Photoshop PSDs are included for all texture maps.

All texture map names are prefixed with 'ModelName_' followed by the appropriate map identifier.


SPECIFICATIONS

Height
1.5 Meters
Width   
0.3 Meters
Length
2.6 Meters

Vertices
230
Polygons
362
Triangles
362

FILE FORMATS

+ Blend (Blender)
+ UnityPackage (Unity Engine)
+ SOURCE SDK (VALVe Source Engine)
+ FBX (Autodesk FBX)
+ 3DS (3D Studio)
+ Dae (Collada)
+ Obj (OBJ)
+ PSD (Photoshop)




ADDITIONAL INFORMATION

The UnityPackage contains a Metallic map with Roughness map stored in its Alpha channel. It also includes a basic hinge rig set up in its components (the top part will turn when collided with).

The Source Normal map has had its Green channel inverted and additionally the roughness map stored in its alpha channel. Including a perfect collision mesh for the model. The model is also ofcourse scaled up to meet source engine scaling.
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