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Kielich Model 3D

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Kielich royalty-free 3d model - Preview no. 1
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Kielich royalty-free 3d model - Preview no. 1
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Licencja bezpłatnaWszystkie rozszerzone zastosowania
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Działa po wyjęciu z pudełka
33 Odwiedziny
Luchador

Specyfikacje

  • Geometriapolygonal_quads/tris
  • Wieloboki2,036
  • Wierzchołki1,905
  • TeksturyYes
  • RiggedNo
  • OżywionyNo
  • Gotowy do druku 3DNo
  • Game Ready (low poly)No
  • Mapowanie UVYes
  • Nieopakowane UVoverlapping

Formaty i pliki

3ds Max
(.max)
5 MB

default_scanline
chalice_2013_max.zip
FBX
(.fbx)
5 MB

chalice_fbx.zip
OBJ
(.obj)
5 MB

chalice_obj.zip

Opis

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) • chalice || Geometry || • 3556 Total Tris • 2036 Total Polys • 1905 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:4.7'' x L:4.3'' x H:7.5'' • Model centered at the origin • All materials and objects named appropriately • Tested in Marmoset Toolbag 2 • Tested in the Unreal Engine 4 • Tested in Unity • No special plug-ins needed to use this product • .obj and .fbx versions exported from 3ds Max 2013 || Textures || IMPORTANT: This model has TWO sets of textures. One set for standard renderers, another for PBR (physically based rendering). I used the PBR textures for the Marmoset Toolbag renders. The Unity renders use standard textures. If you're not sure which set to use, try standard first. • 1024x1024 diffuse, specular, gloss and normal for standard • 1024x1024 diffuse, specular, gloss and normal for PBR • 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.
Oct 01, 2019 Data dodania
Nov 18, 2021 Ostatnia aktualizacja

Recenzje

Obecnie nie ma recenzji tego produktu.
Dlaczego nie być pierwszym, który złamie lód?