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Scaletta Modello 3D

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Scaletta royalty-free 3d model - Preview no. 1
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Scaletta 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
48 visite
Luchador

specificazioni

  • Geometriapolygonal_quads/tris
  • poligoni1,070
  • vertici1,228
  • TexturesYes
  • riggedNo
  • AnimatoNo
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltonon-overlapping

Formati e file

9 MB

stepladder_highpoly.zip
24 MB

sp_stepladder.zip
OBJ
(.obj)
4 MB

stepladder_obj.zip
FBX
(.fbx)
5 MB

stepladder_fbx.zip
3ds Max
(.max)
4 MB

default_scanline
stepladder_2016_max.zip

Descrizione

Step Ladder 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. ||SPECS|| Low Poly Model (1 Object) -stepladder || Geometry || 2132 Total Tris 1070 Total Polys 1228 Total 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: 25'' x 34'' x 49'' 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 || 1024x1024 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped This texture was made with Substance Painter. The Substance Painter file is available as separate downloads upon purchase. || Bonus || The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product. * 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. Unreal Engine 4 and Source Engine will need the green channel inverted.
Oct 04, 2019 Data aggiunta
Jan 25, 2021 ultimo aggiornamento

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