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Granaatlanceerder 3d model

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

bestek

  • Geometriepolygonal_quads/tris
  • polygonen14,137
  • hoekpunten14,101
  • texturesYes
  • opgetuigdNo
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'smixed

Formaten en bestanden

3ds Max
(.max)
103 MB

default_scanline
grenadelauncher_2015_max.zip
FBX
(.fbx)
102 MB

grenadelauncher_fbx.zip

Omschrijving

This Grenade Launcher 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. A "third person" model with few polygons is also included. (grenadelauncher_3p) The main renders and wireframes were done in real-time with Marmoset Toolbag 2. ||SPECS|| Low Poly Model (8 Objects) The model is composed of discrete objects arranged in the following hierarchy: grenadelauncher chambers grenade1 grenade2 grenade3 grenade4 grenade5 grenade6 || Geometry || Main Model: 26654 Total Tris 14137 Total Polys 14101 Total Verts Lower Res Model: 10832 Total Tris 6093 Total Polys 5910 Total Verts Polygons are all quads or tris, no n-gons Model unwrapped manually to make most efficient use of the UV space. Model scaled to approximate real world size (inches) Approximate dimensions: W:18'' x L:96'' x H:25'' All materials and objects named appropriately Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 (see screenshot) Tested in Unity No special plug-ins needed to use this product .fbx version exported from 3ds Max 2015 || Textures || 4096x4069 diffuse, specular, normal, gloss, curvature and ambient occlusion (AO) maps extra metalness map for those who prefer the metalness material workflow 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. You will need to invent the normal map's green channel for some game engines such as Unreal Engine 4.
Dec 19, 2019 Datum toegevoegd
Jan 20, 2022 laatste update

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