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Realistic Asphalt Debris Pilece 03 Pile 3D model

$39
or
Royalty Free License
- All Extended Uses
Included Formats
3ds Max 2012 V-Ray 2
3ds Max 2012 Default Scanline
3ds Max 2012 V-Ray 2
3D Studio
FBX
OBJ
RoadAsphaltDebris_03_5K_TIF_textures.rar
TIF Textures
RoadAsphaltDebris_03_0,3K_obj.rar
300 Polygon version with Textures
RoadAsphaltDebris_03_1K_obj.rar
1000 Polygon version with Textures
53_RoadAsphaltDebris_03_2012_Standard_max.rar
Single 5000 Polygon Debris 2012 3ds Max Standard
53_RoadAsphaltDebris_03_2012_V-Ray_max.rar
Single 5000 Polygon Debris 2012 3ds Max V-Ray 2
RoadAsphaltDebris_03_5K_3ds.rar
Single 5000 Polygon Debris 3ds
RoadAsphaltDebris_03_5K_fbx.rar
Single 5000 Polygon Debris fbx
RoadAsphaltDebris_03_5K_obj.rar
Single 5000 Polygon Debris obj

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3D Model Specifications
Product ID:1177691
Published:
Geometry:Polygonal Tris only
Polygons:138,550
Vertices:69,842
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since March 2005
Currently sells 999 products
Achievements:
Product Rating
Unrated
Description
V-Ray and standard materials
- Hi-Res Realistic product
- Correct scale
- Object(s) in their own layer (name via product name)
- Centered on 0,0,0.

Several Versions included:
1) Main version - Around 5000 Polygons (including Displacement 32 and 16 bit map, Normals And Diffuse Maps)
2) Low Poly version - Around 1000 Polygons (including Normals And Diffuse Maps)
3) Low Poly version - Around 300 Polygons (including Normals And Diffuse Maps)


Hires TIFF textures archive (around 150MB), contains:
Diffuse 8192*8192px TIF
Normal 4096*4096px TIF
Displacement 16bit 4096*4096px TIF
Displacement 32bit 4096*4096px EXR

Maps in max archives (5K (5000 Polygons) version):
Diffuse 4096*4096px JPG
Normals 2048*2048px JPG
32 bit Displacement 2048*2048px exr
16 bit Displacement 2048*2048px TIF

If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.

No part-name confusion when importing.
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