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Classeur 01 modèle 3D

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Classeur 01 royalty-free 3d model - Preview no. 1
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones317
  • Sommets372
  • Les texturesYes
  • GrééNo
  • AniméNo
  • Prêt pour l'impression 3DNo
  • Jeu Prêt (low poly)No
  • UV mappéYes
  • UV non emballésnon-overlapping

Formats et fichiers

OBJ
(.obj)
7 MB

filecabinet01_obj.zip
FBX
(.fbx)
7 MB

filecabinet01_fbx.zip
3ds Max
(.max)
7 MB

default_scanline
filecabinet01_2016_max.zip
3ds Max
5 MB

filecabinet01_highpoly.zip
3ds Max
45 MB

filecabinet01_psd.zip

La description

File Cabinet 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 (2 Objects) -filecabinet01 -632 Total Tris -317 Total Polys -372 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: 18'' x 26'' x 57'' 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 2015 || Textures || -1024x1024 diffuse, specular, gloss, normal and AO (ambient occlusion) maps -3x1024x1024 diffuse map color variations -Textures designed for physically based rendering (PBR) -Textures in .tga format -Model texture paths are stripped -a Photosohp .psd with a color ID map, curvature map, and dirt layers also included to make editing the texture easier. || 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.
Mar 14, 2018 date ajoutée
Sep 07, 2021 dernière mise à jour

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