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Pedaço de detritos de pedra realista coleção compl Modelo 3D

$249
ou
Licença isenta de direitos
- Todos os usos estendidos
Formatos Incluídos
3ds Max 2012 V-Ray 2
3ds Max 2012 V-Ray 2
3ds Max 2009 Default Scanline
3ds Max 2009 V-Ray 1.5 SP4
OBJ
Other TIFF
3D Studio
FBX
Other
Other
Other file_list

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3D Modelo Especificações
ID do produto:988340
Publicados:
Geometria:Polygonal Tris only
Polígonos:4,996
Vértices:2,499
Texturas:Yes
Materiais:Yes
Rigged:No
Animado:No
Mapeado por UV:Yes
UVs não enrolados:Yes, non-overlapping
Artista
TurboSquid Membro desde March 2005
Atualmente vende 1020 produtos
Conquistas:
Classificação do produto
1 Avaliação submetida
mf_pd
Jul 29, 2019
Descrição
Complete collection of 29 unique debris pieces. All of which come in 3 versions (5000,1000 and 300 polygons)+ original few milions polygon version.

For more pictures for each debris piece check the original product of that debris (search '(MyArtistName) debris scan' or click on my name). Each debris piece has around cca 15-25 preview pictures in its original product.

- V-Ray and standard materials
- Hi-Res Realistic product
- Correct scale
- Object(s) in their own layer (name via product name)
- Centered on 0,0,0.

Several Versions included:
1) Main version - Around 5000 Polygons (including Displacement 32 and 16 bit map, Normals And Diffuse Maps)
2) Low Poly version - Around 1000 Polygons (including Normals And Diffuse Maps)
3) Low Poly version - Around 300 Polygons (including Normals And Diffuse Maps)
4) Original HiPoly Version - Around Few Milion polygons (Diffuse Map included)

Hires TIFF textures archive (around 150MB), contains:
Diffuse 8192*8192px TIF
Normal 4096*4096px TIF
Displacement 16bit4096*4096px TIF
Displacement 32bit 4096*4096px EXR

Maps in max archives (5K (5000 Polygons) version):
Diffuse 4096*4096px JPG
Normals 2048*2048px JPG
32 bit Displacement 2048*2048px exr
16 bit Displacement 2048*2048px TIF

If you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in 'displace' modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.

No part-name confusion when importing.
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