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Mines Explosives modèle 3D

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Mines Explosives royalty-free 3d model - Preview no. 1
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Mines Explosives royalty-free 3d model - Preview no. 1
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Mines Explosives royalty-free 3d model - Preview no. 11
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones4,952
  • Sommets5,037
  • Les texturesYes
  • GrééNo
  • AniméNo
  • Prêt pour l'impression 3DNo
  • Jeu Prêt (low poly)No
  • UV mappéYes
  • UV non emballésnon-overlapping

Formats et fichiers

3ds Max
(.max)
40 MB

default_scanline
mines_2015_max.zip
FBX
(.fbx)
40 MB

mines_fbx.zip
OBJ
(.obj)
40 MB

mines_obj.zip

La description

These explosive mines are high quality, low poly assets 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 real-time with Marmoset Toolbag 2. ||SPECS|| Low Poly Model (3 Objects) The product is composed of 3 different kinds of mine: • remotemine • proximitymine • timedmine || Geometry || All three combined give: • 9190 Total Tris • 4952 Total Polys • 5037 Total Verts Each mine individually is about 2000 polys. • Polygons are all quads or tris, no n-gons • Model unwrapped manually to make most efficient use of the UV space. • Model scaled to approximate real world size (inches) • Each mine measures about 10x10x3 inches • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 (see renders) • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2015 || Textures || • 2048x2048 diffuse, specular, normal, gloss, emissive, and ambient occlusion (AO) maps for each mine. • Textures designed for physically based rendering (PBR) • Textures in .tga format • Model texture paths are stripped * For legal reasons, references to real-world companies and logos on the model and textures have been excluded or fictionalized ** Unfortunately there's no universal standard for normal map orientation between game engines. You will need to invent the normal map's green channel for some game engines such as Unreal Engine 4.
Apr 25, 2018 date ajoutée
Jan 20, 2022 dernière mise à jour

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