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Atommüllcontainer 3D-Modell

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Atommüllcontainer royalty-free 3d model - Preview no. 1
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Royalty Free LicenseAlle erweiterten Anwendungen
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Funktioniert aus dem Kasten heraus
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Luchador

Spezifikationen

  • Geometriepolygonal_quads/tris
  • Polygone1,415
  • Scheitelpunkte1,872
  • TexturenYes
  • ManipuliertenNo
  • AnimiertNo
  • Bereit zum Drucken in 3DNo
  • Spielbereit (low poly)No
  • UV-kartiertYes
  • Unverpackte UVsoverlapping

Formate & Dateien

OBJ
(.obj)
46 MB

nuclearwastecontainer_obj.zip
FBX
(.fbx)
46 MB

nuclearwastecontainer_fbx.zip
3ds Max
(.max)
46 MB

default_scanline
nuclearwastecontainer_2016_max.zip
3ds Max
101 MB

nuclearwastecontainer_psd.zip

Beschreibung

Nuclear Waste Container is a high quality, low poly asset originally modeled in 3DS Max 2010. 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 scenes for the renders and wireframes ARE included with the model. ||SPECS|| Low Poly Model (1 Object) -nuclearwastecontainer || Geometry || 2766 Total Tris 1415 Total Polys 1872 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: 62'' x 64 '' x 179 '' 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, 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 Photoshop. The Photoshop file is included as an extra download. * Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.
Oct 14, 2019 Datum hinzugefügt
Sep 11, 2021 letztes Update

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