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Back-upbatterijen 3d model

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Royalty-vrije LicentieAlle uitgebreide toepassingen
Eenvoudig rendement
Beste prijsgarantie
Werkt uit de doos
702 bezoeken
Luchador

bestek

  • Geometriepolygonal_quads/tris
  • polygonen6,982
  • hoekpunten8,652
  • texturesYes
  • opgetuigdNo
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'soverlapping

Formaten en bestanden

OBJ
(.obj)
12 MB

backupbattery_obj.zip
FBX
(.fbx)
12 MB

backupbattery_fbx.zip
3ds Max
(.max)
12 MB

default_scanline
backupbattery_2016_max.zip

Omschrijving

Backup Batteries 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) -backupbatteries || Geometry || 13600 Total Tris 6982 Total Polys 8652 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: 200'' x 48'' x 108'' 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 There is an alternate set of 2048x2048 diffuse, specular and gloss textures for those who prefer the Spec/Gloss PBR setup. 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 channel of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.
Mar 13, 2018 Datum toegevoegd
Feb 27, 2022 laatste update

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