Soave Castle Lamp 3D Model
0
Specifications
- Geometrypolygonal_quads/tris
- Polygons683,659
- Vertices683,395
- TexturesNo
- RiggedNo
- AnimatedNo
- 3D Printable ReadyNo
- Game Ready (low poly)No
- UV MappedYes
- Unwrapped UVsnone
Description
MODEL DESCRIPTION
This is a faithful reproduction, in size and detail, of the principal external lamp of the medieval Scaligero's Castle of Soave (Verona - Italy). Built in 1226, the Castle is formerly belonging to the Della Scala family and it is a fortification that has marked the history of the small town of Soave, in the province of Verona. Later in the centuries, it was also assigned as a military facility. Today, the Castle is open to tourists visit.
This model was created with Blender 2.80 and finalized with v.2.82.
The .BLEND is ready to render with Cycles, as seen in the first image of the preview.
USAGE
This model is mainly suitable for use in broadcast, high-res film close-up and advertising. It can be furtherly subdivided for a more closer camera view. The model is an accurate reproduction of the external Castle lamp of Soave, a scale of 1 unit = 1 meter has been used. Due to its (medium-high) level of detail, unless a polygons reduction function is used, it is not optimized and/or functional as a real-time asset (videogame or simulation).
SPECS
This model contains 120 separate objects and all modifiers have been applied in the final version. The model has the following characteristics:
> No isolated and coincident vertices, no coincident faces
> Every object has a descriptive and unique name
> All objects at 100% scale and on a unique level (collection)
> Hierarchy is used to group the objects
> Centered at 0,0,0 origin, it can be seized and imported into any scene
> Composed of 683,395 vertices, 683,659 quads and 1,981 tris polygons (0,28% of total polygons)
> 0 ngons
> Crease value is set to 0 for every edges
> Some poles (more than 5 edges that converge to a single vertex) are present, in particular on (small) acanto's leafs, but shading issues are not observable with the materials in use.
The .BLEND file also contains:
> 20 original full procedural materials (no textures, no UV maps)
> 1 Camera, 1 Point light are on the scene in a separate collection
> 1 Emitter light is positioned within lamp (simulating the oil lamp flame)
> 1 HDRI file, that can be easily substituted with your production one.
Rendering has been performed with Cycles, with no further post-production or compositing effect, nor third-party addons.
PRESENTATION IMAGES
All images are rendered with Cycles and objects are mainly lighted with an (hot tone) HDRI image (included/packed within .BLEND file) and with the help of a (cold) Point light.
Blender configuration has been set with the following main parameters: Device = GPU Compute, Camera Focal Lenght = 30 mm, Depth of field = now off, but used to render previews, Sampling = 500, Color Management = filmic (medium high contrast)
Preview images were not post-processed, just a little luminance was added with the help of Krita.
TEXTURES
No textures, nor UV maps, have been used for this model, as it uses procedural materials only. Moreover, as told before, an open source HDRI image has been used to (mainly) light the scene: it is packed in the .BLEND file.
GENERAL
Scene objects are organized within a single collection and divided on three branches, parented to three 'null' objects to reposition the complete model or its parts. The parenting hierarchy is the following: a) Global Mover (move all 'null' parented objects); b) Support mover (move the upper wall-support); c) Joiner mover (move the connection 'hooks' of the lamp); d) Lamp mover (move the lamp only).
Sep 29, 2020
date added
Dec 04, 2021
last update
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