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Plastikowa Skrzynia Model 3D

przez Luchador
$9
lub
Licencja na model 3D: Standard    Licencja na aktualizację
FORMATY
OJCZYSTY
3ds Max 2016  |  Default Scanline
FBX
OBJ
Inne pliki
plasticcrate_psd.zip
plasticcrate_substancepainter.zip
plasticcrate_highpoly.zip
3D Model Specyfikacje
914 Wielokąty
1,761 Wierzchołki
Polygonal Quads/Tris Geometria
Tekstury
Materiały
UV Mapping
overlapping Nieopakowane UV
ID produktu: 752550
283 Produkty
Od 2009

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Plastic Crate 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 (1 Object)

-plasticcrate

|| Geometry ||

-1808 Total Tris
-914 Total Polys
-1761 Total 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: 14'' x 18 '' x 14''
-Tested in Marmoset Toolbag 2 (see renders)
-Tested in Source Engine
-No special plug-ins needed to use this product
-.obj and .fbx versions exported from 3ds Max 2016

|| Textures ||

-1024x1024 diffuse, roughness, normal and AO (ambient occlusion) maps
-4 different diffuse skins: red, blue, green and yellow
-Textures designed for physically based rendering (PBR)
-Textures in .tga format
-Model texture paths are stripped

This texture was made with Substance Painter. The Substance Painter file is available as a separate download upon purchase.

|| Bonus ||

The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product.

* 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
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