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Modèle de tortue 3D réaliste modèle 3D

Licence de modèle 3D: la norme    Mettre à niveau la licence
FORMATS
ORIGINAIRE DE
3ds Max 2016  |  Default Scanline
3ds Max 2016  |  Default Scanline
Other
OBJ
FBX
3D Modèle Caractéristiques
170,428 Des polygones
170,468 Sommets
Polygonal Géométrie
Les textures
Matériaux
UV mappé
non-overlapping UV non emballés
Gréé
Animé
ID du produit: 1379744
109 Produits
Depuis 2011

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Hi this turtle model is suitable for your VFX cinematic scenes, game animations, movie horror scene projects or else. I skinned it with a bone system rigged with basic IK nodes inside 3ds max. You will see a eating animation inside a max file 'TURTLE-MODEL-RIGGED-ANIMATED-EATING-DSCLN.max' and a FBX file TURTLE-ANIMATED-EATING.fbx can use in all game engines and other know 3d softwares easily.

Polycount is look like high '170.428' but if you check, it its really fast while doing animation process. I Tested it with also Redshift renderer its really fast to get results. Defaultscanline render cost 1 or 2 second for HD resolution.

You can see 3 different blendshapes 'Mouth Closed, Eye Closed, Head Inside' for animation.

Also you will have a FBX, OBJ and Max format of this model. You can give your bone system easily for your best 3d software. If you want to use animated formats you have to use FBX & MAX 'animated' version that I wrote. OBJ not contains animation data inside this pack.

Textures are in 4096x4096 px (Jpeg)
only Tongues and nail textures are in 2048x204 px (Jpeg) format
Main texture have a diffuse, displace, normalbump and also
I did not use bump and displacement maps in the project but I export this for you.
If you configure a good scene for him you will take a really realistic results I'm sure.
No matter what render engine do you use. I create it for Defaultscanline render but its suitable for all other render and game engines. You can see the Redshift test render version Just check the video inside the download section So you can see the vray animation result inside the video.

Hope you like.
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