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Spielbereitschafts-Alarm 3D-Modell

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Spielbereitschafts-Alarm royalty-free 3d model - Preview no. 1
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Spielbereitschafts-Alarm royalty-free 3d model - Preview no. 1
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Royalty Free LicenseAlle erweiterten Anwendungen
Einfache Rückgabe
Best-Preis-Garantie
Funktioniert aus dem Kasten heraus
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Luchador

Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone332
  • Scheitelpunkte368
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsnon-overlapping

Formate & Dateien

6 MB

alarm_highpoly.zip
19 MB

sp_alarm.zip
OBJ
(.obj)
30 MB

alarm_obj.zip
FBX
(.fbx)
30 MB

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

default_scanline
alarm_2016_max.zip

Beschreibung

Alarm is a high quality, low poly asset originally modeled in 3DS Max 2015. 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 (1 Object) -alarm || Geometry || 632 Total Tris 332 Total Polys 368 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: 12'' x 7'' x 2'' Tested in Marmoset Toolbag 2 (see renders) Tested in Source Engine No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016 || Textures || 512x512 diffuse, specular, gloss, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped This texture was made with Substance Painter. The Substance Painter file is available as separate downloads upon purchase. || Bonus || The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product. * 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 01, 2019 Datum hinzugefügt
Feb 05, 2022 letztes Update

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