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RIM 116 3d model

2
RIM 116 royalty-free 3d model - Preview no. 1
RIM 116 royalty-free 3d model - Preview no. 2
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RIM 116 royalty-free 3d model - Preview no. 13
RIM 116 royalty-free 3d model - Preview no. 1
RIM 116 royalty-free 3d model - Preview no. 2
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RIM 116 royalty-free 3d model - Preview no. 10
RIM 116 royalty-free 3d model - Preview no. 11
RIM 116 royalty-free 3d model - Preview no. 12
RIM 116 royalty-free 3d model - Preview no. 13
Royalty-vrije LicentieAlleen redactie
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bestek

  • Geometriepolygonal
  • polygonen8,385
  • hoekpunten8,531
  • texturesYes
  • opgetuigdNo
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'soverlapping

Formaten en bestanden

OBJ
(.obj)
24 MB

rim116_obj.zip
FBX
(.fbx)
24 MB

rim116_fbx.zip
3ds Max
(.max)
24 MB

default_scanline
rim116_2015_max.zip

Omschrijving

RIM 116 missile 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. This model is not intended for subdivision. The main renders and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (1 Object) airhandlingunit || Geometry || 14736 Total Tris 8385 Total Polys 8531 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: 96'' x 110'' x 110'' 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 || 2048x2048 diffuse, specular, gloss, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped a .psd with color ID, curvature and AO maps is included to make texture modifications easier. * 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.
Sep 07, 2018 Datum toegevoegd
Jan 12, 2022 laatste update

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