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Vent Duct Set 01 Modello 3D

$19
o
Licenza Royalty
- Tutti gli usi estesi
Formati inclusi
3ds Max 2015 Default Scanline

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3D Modello specificazioni
Codice prodotto:883312
Pubblicato:
Geometria:Polygonal Quads/Tris
poligoni:1,568
vertici:2,023
Textures:Yes
materiale:Yes
rigged:No
Animato:No
UV mappato:Yes
UV non avvolto:Mixed
Artista
TurboSquid Membro da January 2009
Attualmente vende 282 prodotti
realizzazioni:
Valutazione del prodotto
1 Valutazione inviata
cattagrizot
Jun 8, 2015
Absolutely perfect. Best product i bought here. Textures ar incredible
Descrizione
This product is intended for game/real time/background use. This model is not intended for subdivision.

This is a high quality, low poly asset originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons.

These vents form a modular system, meaning that you can copy and rearrange each piece to make any configuration you want!

The main renders and wireframes were done in Marmoset Toolbag 2.

||SPECS||

Low Poly Model (9 Objects)

• curve
• endcap
• hangar
• rectanglevent
• rounddiffuser
• straight32 (straight piece, 32 inches long)
• straight128
• straight256
• tjunction

|| Geometry ||

These totals are for the sum of the nine modular pieces.
• 3133 Total Tris
• 1568 Total Polys
• 2023 Total Verts

• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space
• Model scaled to approximate real world size (inches)
• Model centered at the origin
• All textures, materials and objects named appropriately
• Tested in Marmoset Toolbag 2
• Tested in Unreal Engine 4
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2015

|| Textures ||

• 2048x2048 diffuse, specular, gloss, normal and ambient occlusion (AO) maps
• Textures in .tga format
• Textures made for Physically Based Rendering (PBR)
• Model texture paths are stripped

One final note: Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor.
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