비트 코인 3D 모델
0
명세서
- 기하학polygonal_quads/tris
- 다각형18,782
- 정점들20,398
- 텍스처Yes
- 딱딱한No
- 생기 있는No
- 3D 인쇄 가능 준비No
- 게임 준비 (낮은 폴리)No
- UV 매핑 됨Yes
- 포장되지 않은 자외선non-overlapping
기술
**Overview**
Bitcoin 3D Model.
Dimension: ~5cm x 5cm x 0.4cm
Built to real-world scale.
This model uses a scale of 1 unit = 1 centimeter
Scene objects are organized by layers / groups.
PBR as well as Spc/Gloss Texture sets.
4k ( 8 Bit PNG ) & 8k (16 Bit PNG) are included.
Substance Painter file (.spp) is included.
All preview rendered images are included.
If any question, feel free to click on the live chat to speak with support team. If needed, question will be redirected to me and I'll do my best to answer ASAP.
**Usage**
This model is suitable for use in broadcast, high-res film shots, advertising, design visualization, forensic presentation, etc.
Comes with real-time versions suitable for games engines like Unity & Unreal, AR, VR, MR, mobiles etc.
**Specs**
PBR Textured in Substance Painter. Substance painter file (2017.4.2) is provided. This gives you complete freedom over texture adjustments. All layers are named and organized properly. You may quickly make adjustments to the textures and export from SP to your target application. This way you can export all extra maps that SP produce during baking. Maps inside the SP file are baked with highest settings ( 8k + Subsampling 8x8 & 4x4 ).
Another benefit of SP file is that you can modify the UV layout of low poly mesh and still retain the texturing inside SP. This could be a huge time saver if you need to adjust the UV layout.
This is a StemCell certified 3d model.
StemCell models have clean geometry and texture-based materials for standard specular and PBR workflows. StemCell models are built to convert seamlessly into many other formats, including major game engines.
**Textures**
Includes 2 resolutions.
8192 x 8192 - 16 bit PNG -Great for CG,film etc.
4096 x 4096 - 8 bit PNG - Great for real time, game etc.
Of course you may take the 4k Texture set and downscale it further to 2K or lower. Some game engines do this automatically for distanced objects.
Included Map Types:
* Ambient Occlusion
* BaseColor
* Curvature
* Diffuse
* Glossiness
* Height
* ior
* Metallic
* Normal ( DirectX)
* Roughness
* Specular
**Curvature, Height & ior Maps are extra and are not assigned due to StemCell pipeline. You might find them useful based on your application.
Oct 02, 2019
추가 된 날짜
Sep 02, 2021
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