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Metal Detector and X-Ray Scanner 3D Model

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Metal Detector and X-Ray Scanner royalty-free 3d model - Preview no. 1
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Metal Detector and X-Ray Scanner royalty-free 3d model - Preview no. 1
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19
00
Royalty Free LicenseAll extended uses
Simple returns
Best Price Guarantee
Works out of the box
27 visits
Luchador

Specifications

  • Geometrypolygonal_quads/tris
  • Polygons1,323
  • Vertices1,559
  • TexturesYes
  • RiggedNo
  • AnimatedNo
  • 3D Printable ReadyNo
  • Game Ready (low poly)No
  • UV MappedYes
  • Unwrapped UVsoverlapping

Formats & Files

3ds Max
(.max)
20 MB

default_scanline
metaldetector_and_xrayscanner_2016_max.zip
FBX
(.fbx)
20 MB

metaldetector_and_xrayscanner_fbx.zip
OBJ
(.obj)
20 MB

metaldetector_and_xrayscanner_obj.zip

Description

Metal Detector and X-Ray Scanner are high quality, low poly assets 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. ||SPECS|| Low Poly Model (2 Objects) -metaldetector -412 Tris -210 Polys -296 Total Verts Dimensions: 22'' x 42'' x 90'' -xrayscanner -2102 Tris -1113 Polys -1263 Verts Dimensions: 40'' x 126'' x 46'' 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) Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016 || Textures || 1024x1024 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps for metal detector 2048x2048 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps for x-ray scanner 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.
Oct 15, 2019 date added
Oct 23, 2021 last update

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