ルガー.357ブラックホーク

$39

標準ライセンス | アップグレードライセンス
エディトリアル使用のみ
フォーマット (3)
無料のファイル形式変換が利用可能
Native | 3ds Max 2016 | Default Scanline
FBX
OBJ
その他のファイル
sp_blackhawk.zip blackhawk_textures_ue4.zip blackhawk_textures_unity.zip
仕様
公開日 March 12, 2016
製品番号 1016113
多角形 8,990
頂点 7,266
多角形四角形/三角形ジオメトリ
テクスチャ
材料
UVマップ
混合アンラップUV
PBR
member avatar
Luchador
279 製品 | Contributor 以来 2009
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説明

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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