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建築乗り物キャラクター航空機家具エレクトロニクス動物たち植物兵器スポーツのフード解剖学
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燃料弁 3Dモデル

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燃料弁 royalty-free 3d model - Preview no. 1
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単純な返品
ベストプライスギャランティ
箱から出して動作
32 訪問
Luchador

仕様

  • ジオメトリpolygonal_quads/tris
  • 多角形4,334
  • 頂点5,322
  • テクスチャYes
  • 堅いNo
  • アニメ化No
  • 3Dプリント可能No
  • ゲームレディ(低ポリ)No
  • UVマップYes
  • ラップされていないUVoverlapping

フォーマットとファイル

3ds Max
(.max)
46 MB

default_scanline
fuelvalve_2016_max.zip
FBX
(.fbx)
46 MB

fuelvalve_fbx.zip
OBJ
(.obj)
46 MB

fuelvalve_obj.zip

説明

Fuel Valve 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 (1 Object) -fuelvalve || Geometry || 8360 Total Tris 4334 Total Polys 5322 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: 100'' x 134 '' x 66 '' Tested in Marmoset Toolbag 2 (see renders) Tested in Source Engine 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 This texture was made with Substance Painter. The Substance Painter file is available as a separate download 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 channel of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.
Oct 15, 2019 追加日
Feb 27, 2022 最後の更新

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