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Ruger .357 Blackhawk Modello 3D

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specificazioni

  • Geometriapolygonal_quads/tris
  • poligoni8,990
  • vertici7,266
  • TexturesYes
  • riggedNo
  • AnimatoNo
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltomixed

Formati e file

3ds Max
(.max)
43 MB

default_scanline
blackhawk_2016_max.zip
FBX
(.fbx)
43 MB

blackhawk_fbx.zip
OBJ
(.obj)
42 MB

blackhawk_obj.zip
OBJ
593 MB

sp_blackhawk.zip
OBJ
13 MB

blackhawk_textures_ue4.zip
OBJ
12 MB

blackhawk_textures_unity.zip

Descrizione

Ruger Blackhawk is a high quality, low poly asset originally modeled in 3DS Max 2016. 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. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model. ||SPECS|| Low Poly Model (12 Objects) The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy: -blackhawk -cylinder -bullet1 -bullet2 -bullet3 -bullet4 -bullet5 -bullet6 -gate -hammer -trigger -ejectorrod || Geometry || Geometry count: 14086 Tris 8990 Polys 7266 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: 13'' x 2'' x 6'' 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 2016 || Textures || 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter to make the import process for that engine easier. See the extra downloads for those textures and instructions on how to use them. * Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor.
Ruger Blackhawk è un asset low poly di alta qualità originariamente modellato in 3DS Max 2016. La mappa normale è stata elaborata da un modello di poli alto, rendendo questo prodotto molto dettagliato senza l'utilizzo di molti poligoni. Questo prodotto è inteso per l'uso di giochi / in tempo reale / in background. Questo modello non è inteso per la suddivisione. I rendering principali e i wireframe sono stati fatti in Marmoset Toolbag 2. I rendering di default in 3ds Max NON assomigliano alle immagini di anteprima. Le scene di Marmoset per i rendering e i wireframe SONO incluse con il modello. || SPECIFICHE || Modello Low Poly (12 oggetti) L'arma è divisa in oggetti per facilitare l'animazione. Sono disposti nella seguente gerarchia: -blackhawk -cilindro -bullet1 -bullet2 -bullet3 -bullet4 -bullet5 -bullet6 -gate -hammer -trigger -ejectorrod || Geometria || Conteggio geometria: 14086 Tris 8990 Polys 7266 Verts I poligoni sono tutti quadricromia o tris, nessun modello n-gart aperto manualmente per sfruttare al meglio lo spazio UV. Tutti i materiali e gli oggetti sono denominati in scala per approssimare la dimensione del mondo reale (pollici) Dimensioni: 13 '' x 2 '' x 6 '' Testato in Marmoset Toolbag 2 (vedi rendering) Testato su Unreal Engine 4 Nessun plug-in speciale necessario per l'uso questo prodotto .obj e .fbx versioni esportate da 3ds Max 2016 || Textures || 2048x2048 mappe diffuse, ruvide, metalness, normali e AO (ambient occlusion) Textures progettate per rendering basato fisicamente (PBR) Textures in .tga format I percorsi texture del pattern sono spogliati Ho esportato textures per Unreal Engine 4 e Unity 5 da Substance Painter per fare il processo di importazione per quel motore più facile. Guarda i download extra per quelle trame e le istruzioni su come usarli. * Sfortunatamente non esiste uno standard universale per il normale orientamento della mappa tra i motori di gioco. Se le normali non sembrano corrette, prova a invertire il canale verde della mappa normale in un editor di immagini.
Sep 25, 2018 Data aggiunta
Mar 02, 2022 ultimo aggiornamento

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