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표준 라이센스 | 업그레이드 라이센스
형식 (3)
무료 파일 형식 변환 가능
Native | 3ds Max 2018 | Default Scanline
OBJ
FBX
다른 파일들
compressor_highpoly.zip specular_gloss_textures.zip sp_compressor.zip additional_texture_maps.zip ue4_textures.zip unity_textures.zip
사양
게시 날짜 February 04, 2014
제품 ID 797889
다각형 6,709
정점들 7,698
다각형 쿼드/트리스 기하학
텍스처
기재
UV 매핑 됨
래핑되지 않은 UV 겹치기
PBR
member avatar
Luchador
279 제품 | Contributor 부터 2009
질문 있니? 지금 우리와 채팅하십시오.

기술

Compressor is a game-ready asset originally modeled in 3DS Max 2018. This product is intended for game/real time/background use. This model is not intended for subdivision.

Renders done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset Toolbag scene IS included.

||SPECS||

|| Geometry ||

Geometry count:

-6709 polys
-12659 tris
-7698 verts

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 (centimeters)
Dimensions: 616cm x 353cm x 329cm
Tested in Marmoset Toolbag 3 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine
No special plugins needed.
.obj and .fbx versions exported from 3ds Max 2018


|| Textures ||

4096x4096 base color, roughness, metalness, normal and AO (ambient occlusion) maps

There is a separate download of the textures in specular/gloss PBR format for those who prefer that setup.
Textures designed for physically based rendering (PBR)
Textures in .png format
Model texture paths are stripped

I have exported specialized texture maps for Unreal Engine 4 and Unity. See the extra downloads section for those textures and instructions on using them.

Substance Painter source files also available in the extra downloads so that you can easily alter the textures as you wish with Substance Painter.

++ BONUS ++

The high poly model used to bake texture maps for the Bren is also available for download. (3ds Max 2018/fbx)


* 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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