Un épicea modèle 3D
0
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Caractéristiques
- Géométriepolygonal_quads/tris
- Des polygones3,109
- Sommets3,266
- Les texturesYes
- GrééNo
- AniméNo
- Prêt pour l'impression 3DNo
- Jeu Prêt (low poly)No
- UV mappéYes
- UV non emballésoverlapping
La description
Spruce Tree (Lowpoly)
Lowpoly model of Spruce Tree.
Sample rendered in mentalray. Needs both sides of branch-faces to be visible to look right.
Geometry has:
3266 Verts
6230 Edges
3109 Faces
5874 Tris
3751 UVs
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Contains two textures:
BARK -> tileable in all directions for bark
BRANCH -> texture with opacity channel for branches
Textures are stored as TGA files
Texture for branches has 4096x4096 px easy to reduce if needed resolution. Branch texture contains:
- st_branch_color.tga - colormap with opacity/transparency stored in alpha chanel
- st_branch_dspl.tga - displacement map
- st_branch_normalmap.tga - normalmap
- st_branch_ocl.tga - occlusion map
- st_branch_spec.tga - specular/reflection map with additional opacity in alpha channel stord to avoid shining transparency effect on renders
Bark texture is stored as TGA files in 2048x2048 px resolution and is tileable in all directions.
- st_bark_color.tga - color texture
- st_bark_dspl.tga - displacement texture
- st_bark_nrml.tga - normalmap
- st_bark_occl - occlusion map
- st_bark_spec.tga - specular/reflection map
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Scene has been rendered with mentalray and 'Physical Sun and Sky' based lighting. That's why shader in Maya has 'gamma correct' node pluged-in between colormap and colorshader. If model will be rendered with different lighting, 'gamma correct' should be excluded and color value should go directly to main shader.
To open mb file, Maya2014 or higher is needed.
To open FBX file, FBX2009 or higher is needed (gamma corect node has been removed from FBX file)
OBJ contains two separate meshes - one for bark's surface (st_bark.obj) and another one (st_branch.obj) for branches. There is also another file with merged mesh stored as 'spruce_tree.obj'
Sep 24, 2018
date ajoutée
Apr 07, 2022
dernière mise à jour
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