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Game Ready Minigun 3d model

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Game Ready Minigun royalty-free 3d model - Preview no. 1
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Game Ready Minigun royalty-free 3d model - Preview no. 1
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Royalty-vrije LicentieAlle uitgebreide toepassingen
Eenvoudig rendement
Beste prijsgarantie
Werkt uit de doos
0 bezoeken
Luchador

bestek

  • Geometriepolygonal_quads/tris
  • polygonen10,675
  • hoekpunten11,312
  • texturesYes
  • opgetuigdYes
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'smixed

Formaten en bestanden

3ds Max
(.max)
114 MB

default_scanline
minigun_2015_max.zip
FBX
(.fbx)
114 MB

minigun_fbx.zip
OBJ
(.obj)
113 MB

minigun_obj.zip

Omschrijving

This Minigun 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 real-time with Marmoset Toolbag 2. ||SPECS|| Low Poly Model (2 Objects) • minigun • barrels • magazine This minigun comes with a detachable 3,000 round magazine. The barrels are made so that they can spin around for animations. || Geometry || • 20101 Total Tris • 10675 Total Polys • 11312 Total Verts • Polygons are all quads or tris, no n-gons • Model unwrapped manually to make most efficient use of the UV space. Only the shells have overlapping UV's. • Model scaled to approximate real world size (inches) • Approximate dimensions: W:27'' x L:45'' x H:28'' • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 (see renders) • Tested in Unreal Engine 4 • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2015 || Textures || • 4096x4096 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for the minigun • 2048x2048 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for the magazine • 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.
Dec 20, 2019 Datum toegevoegd
Nov 29, 2021 laatste update

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