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Computer 02 3d model

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Computer 02 royalty-free 3d model - Preview no. 1
Computer 02 royalty-free 3d model - Preview no. 2
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Computer 02 royalty-free 3d model - Preview no. 11
Computer 02 royalty-free 3d model - Preview no. 1
Computer 02 royalty-free 3d model - Preview no. 2
Computer 02 royalty-free 3d model - Preview no. 3
Computer 02 royalty-free 3d model - Preview no. 4
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Computer 02 royalty-free 3d model - Preview no. 9
Computer 02 royalty-free 3d model - Preview no. 10
Computer 02 royalty-free 3d model - Preview no. 11
Royalty-vrije LicentieAlle uitgebreide toepassingen
Eenvoudig rendement
Beste prijsgarantie
Werkt uit de doos
45 bezoeken
Luchador

bestek

  • Geometriepolygonal_quads/tris
  • polygonen1,258
  • hoekpunten1,378
  • texturesYes
  • opgetuigdNo
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'snon-overlapping

Formaten en bestanden

3ds Max
(.max)
4 MB

default_scanline
computer02_2015_max.zip
FBX
(.fbx)
4 MB

computer02_fbx.zip
OBJ
(.obj)
4 MB

computer02_obj.zip

Omschrijving

Computer 02 is a high quality, low poly asset originally modeled in 3DS Max 2015. 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) • computer02 || Geometry || • 2342 Total Tris • 1258 Total Polys • 1378 Total Verts • Polygons are all quads or tris, no n-gons • Model unwrapped manually to make most efficient use of the UV space. • Approximate dimensions: W:21'' x L:35'' x H:22'' • All materials and objects named appropriately • 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 2015 || Textures || • 1024x1024 diffuse, specular, normal, gloss and ambient occlusion (AO) maps • Textures designed for physically based rendering (PBR) • Textures in .tga format • Model texture paths are stripped * 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 Datum toegevoegd
Sep 06, 2021 laatste update

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