MROレッドドットサイト 3Dモデル
0
仕様
- ジオメトリpolygonal_quads/tris
- 多角形3,415
- 頂点3,413
- 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UVnon-overlapping
説明
MRO Red Dot Sight 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.
The sight should fit onto any picatinny rail made to the proper dimensions.
||SPECS||
|| Geometry ||
Geometry count:
-6278 tris
-3415 polys
-3413 verts
The sight comes in two versions. One with a red dot in the middle of the sight and one without. I provide the version without the dot in case you wish to create your own more sophisticated setup to render the dot.
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)
Weapon Dimensions: 2.6'' x 1.7'' x 3.2''
Tested in Marmoset Toolbag 2 (see renders)
No special plug-ins needed to use this product
.obj and .fbx versions exported from 3ds Max 2016
|| Textures ||
1024x1024 base color, roughness, metalness, normal and AO (ambient occlusion) maps
128x128 diffuse/opacity map for the red dot
*The lenses use a separate material so that they can have their own translucent material when imported into a game engine.
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
The textures were made with Substance Painter 1. The source file is available upon purchase.
++ BONUS ++
The high poly model used to bake texture maps is also available for download.
* 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.
Oct 15, 2019
追加日
Feb 03, 2022
最後の更新
レビュー
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氷を砕いた最初の人になろう。













