Raketenwerfer - PBR 3D-Modell
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Spezifikationen
- Geometriepolygonal_tris only
- Polygone3,460
- Scheitelpunkte1,989
- TexturenYes
- ManipuliertenYes
- AnimiertYes
- Bereit zum Drucken in 3DNo
- Spielbereit (low poly)No
- UV-kartiertYes
- Unverpackte UVsmixed
Beschreibung
This is a low-poly missile launcher made to work in unreal engine and unity.
I kept the poly count really low, still preserving the high poly shape as much as possible, so it would run smoothly on actually any machine.
It's made of 2 separate objects, the missile launcher, and the missile, that's used as projectile.
The materials follow the PBR workflow.
The file was build for unreal, so all mesh are already triangulated and game-ready, and it comes with a character already setup, based on the first person shooter blueprint, with it's proper idle and fire animations, and particle systems for fire, smoke trails for the missile, and explosions when something is hit in the scene.
To quickly test it, just start a new project with the first person shooter blueprint, and copy the files in the content folder of the project.
I exported a different Texture pack specific for Unity too, so you can easily use the models there too, but no scene for Unity is provided.
The UV map is not overlapped for the main body, while is overlapped for the parts on the sides.
The MAX, FBX, and OBJ files of the geometry come with no material assigned, since the textures were created for a PBR workflow.
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Files specs:
--Missile launcher:
Poly count: 3148 triangles
Texture channels for Unreal:
Base_color
Normal
Ambient occlusion
Roughness
Metallic
Emissive
All texture are 2048x2048px, PNG format.
Textures channels for Unity:
Albedo
Normal
Metallic
Smoothness
Emission
All textures are 2048x2048px, PNG format.
--Missile:
Poly count: 312 triangles
Texture channels for Unreal:
Base_color
Normal
Ambient occlusion
Roughness
Metallic
Emissive
All texture are 512x512px, PNG format.
Textures channels for Unity:
Albedo
Normal
Metallic
Smoothness
Emission
All textures are 512x512px, PNG format.
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The animation archieve contains MAX and FBX files, if you want to add extra animations.
If you're using 3ds Max, loading the Max file is enough to start adding animations, if you're using a different software, the best worflow would be to import(in the same scene) "SK_Mannequin_Arms.FBX", then import "MissileLauncher_Animation_Idle.FBX", and then import "MissileLauncher_Reference.FBX", making sure "add and update animation" is selected in your FBX Import window, this way your rigging will start directly in the idle pose, with the reference mesh for the missile launcher already loaded.
Nov 13, 2021
Datum hinzugefügt
Jul 01, 2023
letztes Update
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