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Light Fixture 06 Model 3D

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Light Fixture 06 royalty-free 3d model - Preview no. 1
Light Fixture 06 royalty-free 3d model - Preview no. 2
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Light Fixture 06 royalty-free 3d model - Preview no. 1
Light Fixture 06 royalty-free 3d model - Preview no. 2
Light Fixture 06 royalty-free 3d model - Preview no. 3
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Light Fixture 06 royalty-free 3d model - Preview no. 10
Light Fixture 06 royalty-free 3d model - Preview no. 11
Licencja bezpłatnaTylko redakcyjne
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Działa po wyjęciu z pudełka
27 Odwiedziny
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Specyfikacje

  • Geometriapolygonal_quads/tris
  • Wieloboki340
  • Wierzchołki332
  • TeksturyYes
  • RiggedNo
  • OżywionyNo
  • Gotowy do druku 3DNo
  • Game Ready (low poly)No
  • Mapowanie UVYes
  • Nieopakowane UVnon-overlapping

Formaty i pliki

3ds Max
(.max)
2 MB

default_scanline
lightfixture06_2013_max.zip
FBX
(.fbx)
2 MB

lightfixture06_fbx.zip
OBJ
(.obj)
2 MB

lightfixture06_obj.zip

Opis

Light Fixture 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) • lightfixture06 || Geometry || • 632 Total Tris • 340 Total Polys • 332 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:15'' x L:62' x H:5'' • 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), normal and (optional) emissive textures • Textures in .tga format • Model texture paths are stripped • The model can be switched between "ON" and "OFF" states by toggling the emissive texture. 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 03, 2019 Data dodania
May 26, 2023 Ostatnia aktualizacja

Recenzje

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