Ruger .357 Blackhawk

$39

Licenza standard | Aggiorna licenza
Solo per usi editoriali
formati (3)
Formato file gratuito Conversioni disponibili
Native | 3ds Max 2016 | Default Scanline
FBX
OBJ
Altri file
sp_blackhawk.zip blackhawk_textures_ue4.zip blackhawk_textures_unity.zip
Specifiche
Data di pubblicazione March 12, 2016
Codice prodotto 1016113
poligoni 8,990
vertici 7,266
Geometria poligonale quad/tris
Texture
materiale
UV mappato
UV misti non imballati
PBR
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Luchador
279 Prodotti | Contributor Da 2009
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Descrizione

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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