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Large Support Column 3D model

$10
or
Royalty Free License
- All Extended Uses
Included Formats
Blender 2.78 Cycles Render 2.78
Unity 5.5.0f3
Other Source SDK
FBX 2017
OBJ 2017
Collada 2017
3D Studio 2017
Other PSD

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3D Model Specifications
Product ID:1180300
Published:
Geometry:Polygonal Quads/Tris
Polygons:402
Vertices:395
Textures:Yes
Materials:Yes
Rigged:No
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since June 2016
Currently sells 28 products
Achievements:
Product Rating
1 Rating Submitted
Description
Model is designed for use in Real-Time Games.

GENERAL

- Unity Engine Ready
- Source Engine Ready

- Low Poly
- PBR (M/R)

Model uses a single material & is a single object.

Units are based on the Metric-system, with approximate real world scaling.

Pivoted appropriately for easy placement.

Everything is named with utmost care.

Transforms have been reset.

Everything is thoroughly tested.

TEXTURE MAPS

- BaseColor
- Normal
- Ambient Occlusion
- Metallic
- Roughness
- DetailNormal (Secondary microsurface normal map)

2048 x 2048 (All of the above)
Most formats are PNG, also a TGA-32 here or there for alpha.
PSD files are included.

SPECIFICATIONS

Height
11.2 Meters
Width   
1.8 Meters

Verts
395
Poly
402
Triangles
732

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

Normal map was baked from a Hi-Poly model onto triangulated Low-Poly. However the model in the Blend file is not triangulated. Model should preferably be triangulated before rendering/exporting to get the most out of the normal map.

The UnityPackage contains a Metallic map with Roughness map stored in its Alpha channel.

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 of course scaled up to meet source engine scaling.
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