Bookshelf 01 modèle 3D
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Caractéristiques
- Géométriepolygonal_quads/tris
- Des polygones2,405
- Sommets2,472
- Les texturesYes
- GrééNo
- AniméNo
- Prêt pour l'impression 3DNo
- Jeu Prêt (low poly)No
- UV mappéYes
- UV non emballésoverlapping
La description
Bookshelf 01 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.
Several sets of books are also included!
||SPECS||
Low Poly Model (5 Objects)
• bookshelf01
• bookset01
• bookset02
• bookset03
• bookset04
|| Geometry ||
Bookshelf and books combined:
• 4406 Total Tris
• 2405 Total Polys
• 2472 Total Verts
• Polygons are all quads or tris, no n-gons
• Model unwrapped manually to make most efficient use of the UV space.
• Approximate dimensions: W:64'' x L:20'' x H:100''
• All materials and objects named appropriately
• Tested in Marmoset Toolbag 2 (see renders)
• Tested in Source Engine
• No special plug-ins needed to use this product
• .obj and .fbx versions exported from 3ds Max 2015
|| Textures ||
• 1024x1024 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for the bookshelf
• 512x512 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for bookset01
• 512x512 diffuse, specular, normal and gloss maps for bookset02
• 512x512 diffuse, specular, and normal maps for bookset03
• Several diffuse texture variations for bookset02 are included. Bookset04 uses the same textures as bookset02.
• Textures designed for physically based rendering (PBR)
• Textures in .tga format
• Model texture paths are stripped
• Photoshop .psd of the textures also available upon purchase to make texture changes easy.
* 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.
Apr 25, 2018
date ajoutée
Feb 20, 2022
dernière mise à jour
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