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Eismaschine 3D-Modell

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Eismaschine royalty-free 3d model - Preview no. 1
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Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone391
  • Scheitelpunkte416
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsnon-overlapping

Formate & Dateien

OBJ
(.obj)
26 MB

icemachine_obj.zip
FBX
(.fbx)
26 MB

icemachine_fbx.zip
3ds Max
(.max)
26 MB

default_scanline
icemachine_2016_max.zip

Beschreibung

Ice Machine 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. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scene for the renders IS included with the model. ||SPECS|| Low Poly Model (1 Object) -icemachine - 672 Total Tris - 391 Total Polys - 416 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: 39'' x 90'' x 70'' 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 || 2048x2048 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped -a Photosohp .psd with a color ID map, text layers and more also included to make editing the texture easier. || 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 24, 2022 letztes Update

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