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House 01 3D Model

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House 01 royalty-free 3d model - Preview no. 1
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House 01 royalty-free 3d model - Preview no. 1
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29
00
Royalty Free LicenseAll extended uses
Simple returns
Best Price Guarantee
Works out of the box
3 visits
Luchador

Specifications

  • Geometrypolygonal_quads/tris
  • Polygons1,107
  • Vertices1,408
  • TexturesYes
  • RiggedNo
  • AnimatedNo
  • 3D Printable ReadyNo
  • Game Ready (low poly)No
  • UV MappedYes
  • Unwrapped UVsoverlapping

Formats & Files

OBJ
(.obj)
30 MB

house01_obj.zip
FBX
(.fbx)
30 MB

house01_fbx.zip
3ds Max
(.max)
30 MB

default_scanline
house01_2016_max.zip

Description

House 01 is a high quality, low poly asset originally modeled in 3DS Max 2016. 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 Unreal Engine 4. ||SPECS|| 2048 Total Tris 1107 Total Polys 1408 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: 40' x 42' x 23' Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2015 || Textures || This house uses 10 sets of textures/materials. -1024x1024 chimney (diffuse, spec, gloss, normal, ao, metalness) -1024x1024 door (diffuse, spec, gloss, normal, ao, metalness) -1024x1024 foundation (diffuse) -1024x1024 misc (diffuse, gloss, normal) -256x256 octagonvent (diffuse, spec, gloss, normal, ao) -1024x1024 shinges (diffuse, normal) -1024x1024 siding (diffuse, normal) -512x512 window01 (diffuse, spec, gloss, normal, ao) -1024x1024 window02 (diffuse, spec, gloss, normal, ao) -1024x1024 window03 (diffuse, spec, gloss, normal, ao) Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped * 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. Unreal Engine 4 and Source Engine will need the green channel inverted. Is this model close to what you need, but you'd like an aspect changed? Contact me and I'll be happy to accommodate you.
Oct 27, 2019 date added
Feb 24, 2022 last update

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