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Modulare Leitungen 3D-Modell

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Luchador

Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone2,576
  • Scheitelpunkte2,915
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsmixed

Formate & Dateien

FBX
(.fbx)
5 MB

conduits_fbx.zip
OBJ
(.obj)
5 MB

conduits_obj.zip
3ds Max
(.max)
5 MB

default_scanline
conduits_2016_max.zip
3ds Max

conduits_highpoly.zip
3ds Max
37 MB

conduits_sp.zip

Beschreibung

Conduits 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 (16 Objects) -conduit_90curve1 -conduit_90curve2 -conduit_90curve3 -conduit_90curve4 -conduit_90curve5 -conduit_90curvegroup -conduit_box -conduit_bracket -conduit_junction -conduit_outlet -conduit_straight16 -conduit_straight32 -conduit_straight64 -conduit_straight128 -conduit_straight128_group -conduit_terminus 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) 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, metalness 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 04, 2019 Datum hinzugefügt
Aug 26, 2021 letztes Update

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