Ruger .357 Blackhawk

$39

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Formate (3)
Kostenlose Dateiformatkonvertierungen verfügbar
Native | 3ds Max 2016 | Default Scanline
FBX
OBJ
Andere Dateien
sp_blackhawk.zip blackhawk_textures_ue4.zip blackhawk_textures_unity.zip
Spezifikationen
Veröffentlichungsdatum March 12, 2016
Produkt ID 1016113
Polygone 8,990
Scheitelpunkte 7,266
Polygonale Quads/Tris-Geometrie
Texturen
Materialien
UV-kartiert
Gemischte, nicht verpackte UVs
PBR
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Luchador
279 Produkte | Contributor Seit 2009
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Beschreibung

Ruger Blackhawk 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 (12 Objects)

The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy:

-blackhawk
-cylinder
-bullet1
-bullet2
-bullet3
-bullet4
-bullet5
-bullet6
-gate
-hammer
-trigger
-ejectorrod


|| Geometry ||

Geometry count:

14086 Tris
8990 Polys
7266 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)
Dimensions: 13'' x 2'' x 6''
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

I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter to make the import process for that engine easier. See the extra downloads for those textures and instructions on how to use them.


* 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.

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  • $10,000 im Rechtsschutz (Haftungsfreistellung)
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  • $1,000,000 im Rechtsschutz (Haftungsfreistellung)
  • Verzicht auf Unterlassungsansprüche
  • Zuweisbare Modellrechte
  • $250,000 im Rechtsschutz (Haftungsfreistellung)
  • Zuweisbare Modellrechte
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