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Moniteur 01 modèle 3D

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Moniteur 01 royalty-free 3d model - Preview no. 1
Moniteur 01 royalty-free 3d model - Preview no. 2
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Moniteur 01 royalty-free 3d model - Preview no. 1
Moniteur 01 royalty-free 3d model - Preview no. 2
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Moniteur 01 royalty-free 3d model - Preview no. 8
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Moniteur 01 royalty-free 3d model - Preview no. 10
Moniteur 01 royalty-free 3d model - Preview no. 11
Moniteur 01 royalty-free 3d model - Preview no. 12
Licence Libre de DroitsToutes les utilisations prolongées
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones727
  • Sommets999
  • Les texturesYes
  • GrééNo
  • AniméNo
  • Prêt pour l'impression 3DNo
  • Jeu Prêt (low poly)No
  • UV mappéYes
  • UV non emballésoverlapping

Formats et fichiers

3ds Max
(.max)
4 MB

default_scanline
monitor01_2015_max.zip
FBX
(.fbx)
4 MB

monitor01_fbx.zip
OBJ
(.obj)
4 MB

monitor01_obj.zip

La description

This product is intended for game/real time/background use. This model is not intended for subdivision. This is a high quality, low poly asset originally modeled in 3DS Max 2013. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. The main renders and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (1 Object) • monitor01 || Geometry || • 1424 Total Tris • 728 Total Polys • 999 Total Verts • 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) • Dimensions: W:12'' x L:16'' x H:14'' • Model centered at the origin • All textures, materials and objects named appropriately • Tested in Marmoset Toolbag 2 • 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 ambient occlusion (AO) maps • Textures in .tga format • Model texture paths are stripped One final note: 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.
Oct 04, 2019 date ajoutée
Aug 01, 2021 dernière mise à jour

Avis

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