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Baraccopoli 1 ConcreteFactory Modello 3D

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K.Sjet

specificazioni

  • Geometriapolygonal
  • poligoni167,633
  • vertici175,968
  • TexturesYes
  • riggedNo
  • AnimatoNo
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltomixed

Formati e file

FBX
(.fbx)
484 MB

Slums_1.zip

Descrizione

============================================= Slums_1 ConcreteFactory ============================================= File formats: FBX 2012, 2016, 2018; OBJ and Unreal Engine 4 files ============================================= The building was design with a post-apocalyptic theme in mind. It is a low-tech cement factory that recreates real-world cement production using Limestone Cycle where limestone is heated in the boilers (furnaces) and then dissolved in baths. ============================================= All models were modeled using Blender. Texture baking was done in Blender, Gimp, and Inkscape. Normal maps generated in Blender and Gimp. PLacement of all props was done using Unreal Engine Version: 4.20 Whole scene saved in 'Slums_1_2012.fbx','Slums_1_2016.fbx','Slums_1_2018.fbx' files. Also all the models where saved in separate .fbx filse inside 'FBX Assests' folders. ============================================= Textures All models are unwrapped in Blender with some overlapping. Some of the textures are my own and rest were downloaded from Textures_com and following their guidelines I am obligated to add the following disclaimer "One or more textures on this 3D model have been created with photographs from Textures_com. These photographs may not be redistributed by default; please visit textures_com page for more information." ============================================= Materials I have generated all my materials using Unreal Engine Version: 4.20. Unfortunately, UE4 have a problem with exporting materials setting, so if you plan to use them the way I did there are two options for you. The first way is to copy all the models from 'UE4 Assets' folder to your UE4 project and then edit every material so that textures point to the right texture files. All other settings should be saved in respective files. The second way is to use 'M_Master.uasset' file, edit it and point to the right texture files and then create instances of this material. Settings for each material can be found in 'Material Settings' spreadsheets. This method is a bit more tedious but material instances take less memory in UE4 making your game faster. ============================================= Polycount Whole scene 167,633 polygons and 175,968 vertices Whole Architecture assets 82,760 polygons Props individual polygons: Bathtub 1,434 Bed_frame 2,400 Boiler_c_c 4,266 (c_c-top_closed,bottom_closed) Boiler_o_c 4,306 (c_c-top_open,bottom_closed) Book_Shelf 72 Bottle 316 Cable_Rell_1 380 Cable_Rell_2 380 calcium_for_bath 266 Cement_Bag 108 Coal_Pile 456 Concrete_block_1 80 Concrete_block_2 112 Concrete_block_3 80 Concrete_Mixer 3,198 Corrugated_Sheet_1 206 Corrugated_Sheet_2 188 Ladder 896 Light 478 Mattress 188 Oil_Barrel_1 2,228 Oil_Barrel_2 1,332 Pallet 394 Pipe_System 1,140 Shovel_1 566 Shovel_2 514 Shower 1,284 Sink 1,116 Table 84 Tarp_1 909 Tarp_2 1,540 Toilet_1 330 Toilet_2 12 Toilet_3 80 Water_Tank 508 =============================================
Sep 29, 2020 Data aggiunta
Oct 07, 2022 ultimo aggiornamento

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