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Shotgun Shells 3d model

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Shotgun Shells royalty-free 3d model - Preview no. 1
Shotgun Shells royalty-free 3d model - Preview no. 2
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Shotgun Shells royalty-free 3d model - Preview no. 1
Shotgun Shells royalty-free 3d model - Preview no. 2
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Royalty-vrije LicentieAlle uitgebreide toepassingen
Eenvoudig rendement
Beste prijsgarantie
Werkt uit de doos
824 bezoeken
Luchador

bestek

  • Geometriepolygonal_quads/tris
  • polygonen1,780
  • hoekpunten1,712
  • texturesYes
  • opgetuigdNo
  • AnimatedNo
  • Geschikt voor 3D-afdrukNo
  • Game Ready (laag poly)No
  • UV-gemappedYes
  • Onverpakte UV'soverlapping

Formaten en bestanden

3ds Max
(.max)
3 MB

default_scanline
shotgunshells_2015_max.zip
FBX
(.fbx)
3 MB

shotgunshells_fbx.zip
OBJ
(.obj)
3 MB

shotgunshells_obj.zip

Omschrijving

This product is intended for game/real time/background use. This model is not intended for subdivision. This is a high quality; low poly asset originally modeled in 3DS Max 2013. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. The main renders and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (1 Object) • shotgunshells || Geometry || • 3340 Total Tris • 1780 Total Polys • 1712 Total Verts The box is 220 tris and each shell is 156 tris. I've put 20 shells in the box for a total of 3340 tris, but you can duplicate or delete the shells to meet your needs. • 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:6.5'' x L:8'' x H:6'' • Model centered at the origin • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 • Tested in the Unreal Engine 4 • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2013 || Textures || • 1024x1024 diffuse, specular, gloss, AO (ambient occlusion), and normal • Textures in .tga format • Model texture paths are stripped One final note: 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.
Mar 23, 2018 Datum toegevoegd
Jan 19, 2022 laatste update

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