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Zestaw kanałów wentylacyjnych 01 Model 3D

przez Luchador
$19
lub
Licencja bezpłatna
- Wszystkie rozszerzone zastosowania
Licencja bezpłatna
- Wszystkie rozszerzone zastosowania
Zawarte formaty
3ds Max 2015 Default Scanline

Pełna pewność

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3D Model Specyfikacje
ID produktu:883312
Opublikowany:
Geometria:Polygonal Quads/Tris
Wielokąty:1,568
Wierzchołki:2,023
Tekstury:Yes
Materiały:Yes
Rigowany:No
Animowany:No
UV Mapping:Yes
Nieopakowane UV:Mixed
Artysta
TurboSquid Sprzedawca od January 2009
Obecnie sprzedaje 283 produkty
Osiągnięcia:
Ocena produktu
1 Ocena przesłana
cattagrizot
Jun 8, 2015
Absolutely perfect. Best product i bought here. Textures ar incredible
opis
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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