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Kelch 3D-Modell

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Kelch royalty-free 3d model - Preview no. 1
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Royalty Free LicenseAlle erweiterten Anwendungen
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Funktioniert aus dem Kasten heraus
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Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone2,036
  • Scheitelpunkte1,905
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsoverlapping

Formate & Dateien

3ds Max
(.max)
5 MB

default_scanline
chalice_2013_max.zip
FBX
(.fbx)
5 MB

chalice_fbx.zip
OBJ
(.obj)
5 MB

chalice_obj.zip

Beschreibung

This product 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 and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (1 Object) • chalice || Geometry || • 3556 Total Tris • 2036 Total Polys • 1905 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:4.7'' x L:4.3'' x H:7.5'' • Model centered at the origin • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 • Tested in the Unreal Engine 4 • Tested in Unity • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2013 || Textures || IMPORTANT: This model has TWO sets of textures. One set for standard renderers, another for PBR (physically based rendering). I used the PBR textures for the Marmoset Toolbag renders. The Unity renders use standard textures. If you're not sure which set to use, try standard first. • 1024x1024 diffuse, specular, gloss and normal for standard • 1024x1024 diffuse, specular, gloss and normal for PBR • 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.
Oct 01, 2019 Datum hinzugefügt
Nov 18, 2021 letztes Update

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