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Metal Detector and X-Ray Scanner Model 3D

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Metal Detector and X-Ray Scanner royalty-free 3d model - Preview no. 1
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Metal Detector and X-Ray Scanner royalty-free 3d model - Preview no. 1
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Licencja bezpłatnaWszystkie rozszerzone zastosowania
Proste zwroty
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Działa po wyjęciu z pudełka
27 Odwiedziny
Luchador

Specyfikacje

  • Geometriapolygonal_quads/tris
  • Wieloboki1,323
  • Wierzchołki1,559
  • TeksturyYes
  • RiggedNo
  • OżywionyNo
  • Gotowy do druku 3DNo
  • Game Ready (low poly)No
  • Mapowanie UVYes
  • Nieopakowane UVoverlapping

Formaty i pliki

3ds Max
(.max)
20 MB

default_scanline
metaldetector_and_xrayscanner_2016_max.zip
FBX
(.fbx)
20 MB

metaldetector_and_xrayscanner_fbx.zip
OBJ
(.obj)
20 MB

metaldetector_and_xrayscanner_obj.zip

Opis

Metal Detector and X-Ray Scanner are high quality, low poly assets originally modeled in 3DS Max 2016. 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 (2 Objects) -metaldetector -412 Tris -210 Polys -296 Total Verts Dimensions: 22'' x 42'' x 90'' -xrayscanner -2102 Tris -1113 Polys -1263 Verts Dimensions: 40'' x 126'' x 46'' 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) Tested in Marmoset Toolbag 2 (see renders) Tested in Unreal Engine 4 No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016 || Textures || 1024x1024 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps for metal detector 2048x2048 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps for x-ray scanner 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. 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.
Oct 15, 2019 Data dodania
Oct 23, 2021 Ostatnia aktualizacja

Recenzje

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