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Coquilles de fusil de chasse modèle 3D

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Coquilles de fusil de chasse royalty-free 3d model - Preview no. 1
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Coquilles de fusil de chasse royalty-free 3d model - Preview no. 1
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Licence Libre de DroitsToutes les utilisations prolongées
Retours simples
Garantie du meilleur prix
Fonctionne hors de la boîte
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones1,780
  • Sommets1,712
  • 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)
3 MB

default_scanline
shotgunshells_2015_max.zip
FBX
(.fbx)
3 MB

shotgunshells_fbx.zip
OBJ
(.obj)
3 MB

shotgunshells_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) • shotgunshells || Geometry || • 3340 Total Tris • 1780 Total Polys • 1712 Total Verts The box is 220 tris and each shell is 156 tris. I've put 20 shells in the box for a total of 3340 tris, but you can duplicate or delete the shells to meet your needs. • 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) • Approximate dimensions: W:6.5'' x L:8'' x H:6'' • Model centered at the origin • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 • Tested in the Unreal Engine 4 • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2013 || Textures || • 1024x1024 diffuse, specular, gloss, AO (ambient occlusion), and normal • 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.
Mar 23, 2018 date ajoutée
Jan 19, 2022 dernière mise à jour

Avis

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