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Leuchte 04 3D-Modell

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Leuchte 04 royalty-free 3d model - Preview no. 1
Leuchte 04 royalty-free 3d model - Preview no. 2
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Leuchte 04 royalty-free 3d model - Preview no. 1
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Leuchte 04 royalty-free 3d model - Preview no. 10
Leuchte 04 royalty-free 3d model - Preview no. 11
Leuchte 04 royalty-free 3d model - Preview no. 12
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Luchador

Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone1,096
  • Scheitelpunkte1,123
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsnon-overlapping

Formate & Dateien

OBJ
(.obj)
8 MB

lightfixture04_obj.zip
FBX
(.fbx)
8 MB

lightfixture04_fbx.zip
3ds Max
(.max)
8 MB

default_scanline
lightfixture04_2016_max.zip

Beschreibung

Light Fixture 04 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) -lightfixture04 -2133 Total Tris -1096 Total Polys -1123 Total Verts A lower level of detail (LOD) model is also included, which reduces the poly count to 538. 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: 8'' x 6'' x 15'' 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, normal, emissive and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .png format Model texture paths are stripped * Note that the glass will probably need to use a separate material if imported into a video game engine in order for transparency to work properly. * 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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