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Porta di fantascienza 01 Modello 3D

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Porta di fantascienza 01 royalty-free 3d model - Preview no. 1
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Porta di fantascienza 01 royalty-free 3d model - Preview no. 1
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Licenza RoyaltyTutti gli usi estesi
Ritorni semplici
Miglior prezzo garantito
Funziona fuori dalla scatola
22 visite
Luchador

specificazioni

  • Geometriapolygonal_quads/tris
  • poligoni573
  • vertici652
  • TexturesYes
  • riggedNo
  • AnimatoNo
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltooverlapping

Formati e file

3ds Max
(.max)
10 MB

default_scanline
scifidoor01_2015_max.zip
FBX
(.fbx)
10 MB

scifidoor01_fbx.zip
OBJ
(.obj)
10 MB

scifidoor01_obj.zip

Descrizione

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 (2 Objects) • scifidoor01 • scifidoor01_frame || Geometry || • 1086 Total Tris • 573 Total Polys • 652 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:56'' x L:9'' x H:116'' • 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 for the door • another set of 1024x1024 diffuse, specular, gloss, normal and ambient occlusion (AO) maps for the frame • 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 15, 2019 Data aggiunta
Aug 24, 2021 ultimo aggiornamento

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