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Light Tower 3D Model

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Light Tower royalty-free 3d model - Preview no. 1
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39
00
Royalty Free LicenseAll extended uses
Simple returns
Best Price Guarantee
Works out of the box
11 visits
Luchador

Specifications

  • Geometrypolygonal_quads/tris
  • Polygons2,295
  • Vertices2,646
  • TexturesYes
  • RiggedNo
  • AnimatedNo
  • 3D Printable ReadyNo
  • Game Ready (low poly)No
  • UV MappedYes
  • Unwrapped UVsoverlapping

Formats & Files

3ds Max
(.max)
11 MB

default_scanline
lighttower_2010_max.zip
3ds Max
(.max)
12 MB

default_scanline
lighttower_2013_max.zip
FBX
(.fbx)
12 MB

lighttower_fbx.zip
OBJ
(.obj)
11 MB

lighttower_obj.zip

Description

Light Tower 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 2013. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. The main renders were done using a DirectX shader in 3ds Max. The wireframes are from the 3ds Max viewport and there are also renders from the Unreal Development Kit (UDK). ||SPECS|| Low Poly Model (1 Object) || Geometry || • 4423 Total Tris • 2295 Total Polys • 2646 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) • Approximate dimensions: W:92'' x L:53'' x H:121'' • Model centered at the origin • All materials and objects named appropriately • Tested in Marmoset Tool bag and Unity Game Engine • Tested in the UDK (see screenshots) • No special plug-ins needed to use this product • 3ds Max 2010 version also available • .obj and .fbx versions exported from 3ds Max 2013 || Textures || • 2048x2048 diffuse, specular, gloss, and normal textures • There is also an optional emissive texture (lighttower_selfillum.tga) for illuminating the top lights. • Textures in .tga format • 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.
Nov 12, 2019 date added
Oct 21, 2021 last update

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