Highly detailed sci fi virtual reality glasses. May be considered as a some futuristic mask.
The model was originally modeled in 3ds Max 2018, textured in Substance Painter and rendered with Corona renderer 2. For better compatibility model saved in 3ds Max 2015. Also materials were converted to v-ray renderer.
FEATURES -Nice, clean topology with mostly quads. 32049 total quad polys and 42 tris. Tris are only in head mesh. Mask and all it's parts are quad-only. No n-gons. -Mask without head 29193 polys / 29696 verts - Head is part of model ID/1400291 - Perfect model subdivision for better/smoother result. - Model was builded in real world scale on centimetric unit system (scene units - centimeters). -Actual model size is: ~22 cm length, ~ 18 cm width, ~27 cm height. - Model is fully textured with all materials applied. - All models elements are grouped in a one group on a single layer, so it's easily to moving all objects in model together and merge in scene. - No unexpected objects in scene. Lights, cameras, are not included. -For renders used HDRI map from hdrihaven 'kloofendal_48d_partly_cloudy_4k' that is included.
NOTES -It's strongly recommended to apply at least 1 subdivision level (like turbosmooth in 3ds max) before rendering -As Corona renderer (v-ray) is 3rd party render, you must have them or higher version to render this model as it is. - All texture paths are stripped from the model. - .zip archive contains some textures that are not used in model but may be useful in other renderers. - For other renderers small texture adjustment may be needed. -Slight post production on preview images (levels and curves adjustment). -In order to render model from file as in preview images need to set some lights in scene
MATERIALS Head_plastic - no textures Mask_base 4096*4096 (AO, base color, diffuse, gloss, ior, metal, normal, reflect, rough, spec ) , All - .png Wires 4096*4096 (AO, base color, diffuse, gloss, ior, metal, normal, reflect, rough, spec) , All - .png Glass 1024*1024 (AO, base color, diffuse, gloss, ior, metal, normal, reflect, rough, spec, opacity) , All - .png *Note: in scene for glass material no texture used. Glass material made by adjustment reflection/refraction values and some solid colors inside material. Total used 3 different glass material types for different glass parts. All glass parts share same UV space. Light_emitters1024*1024 (AO, base color, diffuse, gloss, ior, metal, normal, reflect, rough, spec, emissive) , All - .png *Note: only emissive map used in scene.