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Set de conduits de ventilation 01 modèle 3D

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Set de conduits de ventilation 01 royalty-free 3d model - Preview no. 1
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Licence Libre de DroitsToutes les utilisations prolongées
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones1,568
  • Sommets2,023
  • Les texturesYes
  • GrééNo
  • AniméNo
  • Prêt pour l'impression 3DNo
  • Jeu Prêt (low poly)No
  • UV mappéYes
  • UV non emballésmixed

Formats et fichiers

3ds Max
(.max)
25 MB

default_scanline
ventductset01_2015_max.zip
OBJ
(.obj)
25 MB

ventductset01_obj.zip
FBX
(.fbx)
25 MB

ventductset01_fbx.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 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. These vents form a modular system, meaning that you can copy and rearrange each piece to make any configuration you want! The main renders and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (9 Objects) • curve • endcap • hangar • rectanglevent • rounddiffuser • straight32 (straight piece, 32 inches long) • straight128 • straight256 • tjunction || Geometry || These totals are for the sum of the nine modular pieces. • 3133 Total Tris • 1568 Total Polys • 2023 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) • 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 || • 2048x2048 diffuse, specular, gloss, normal and ambient occlusion (AO) maps • Textures in .tga format • Textures made for Physically Based Rendering (PBR) • 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 15, 2019 date ajoutée
Aug 26, 2021 dernière mise à jour

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