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Buddha Statue

3D Model License: Standard    Upgrade License
Aug 13, 2014
CheckMate Lite Certified
3ds Max 2012  |  mental ray
3ds Max 2012  |  Default Scanline
Maya 2012  |  Maya Software
Other Files
3D Model Specifications
915,164 Polygons
947,327 Vertices
Polygonal Quads/Tris Geometry
UV Mapped
non-overlapping Unwrapped UVs
Product ID: 839768
55 Products
Since 2011

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The presented 3d model is based on Tian Tan Buddha Statue and is detailed for closeup renderings. Topology is sound and mainly composed of quads. The model is meant for subdivision but may also act as a base to edit and work on for game models.


The model is about 3600 cm in height above the grid which equates to nearly 120 ft.

Polys (without subdivision): 915,164
Verts (without subdivision): 947,327

The repetitive pedestal elements like railings, petals, floor and marble etc are kept as instance in both 3ds Max and Maya versions saving the file volume. They also use same materials and texture.


The model is completely unwrapped and has non overlapping uv's.
The model uses multiple high resolution textures.

4k textures are used for head, body with hands and floor objects.
2k textures are used for metal base, railing and perimeter block.
Pillar object uses 1600px x 2400px textures
Marble uses a single 1712px square color texture.


Only 3ds Max mental ray version has the lights and render setup from which the presentation images were rendered. It uses metal ray Arch and Design materials with glossy reflections. Rest all formats are free from lights and use standard materials with textures plugged in the respective channels.

---File Formats---

3ds max 2012 (native)
Maya 2012
Open Collada Dae


- Dae format only contains model and will need manual texture assignment.
-While Maya version uses targa textures, rest all are using highest quality jpeg with almost no noticeable loss in quality.
- The source Photoshop color textures only for the metal part are provided in supporting files section. Please note that a majority of the layers are collapsed but an effort is made to keep the rust layer separate from the base texture. If editing is required, other variants are to be derived from these source color textures.
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