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Estante 01 Modelo 3D

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Especificações

  • Geometriapolygonal_quads/tris
  • Polígonos2,405
  • Vértices2,472
  • TexturasYes
  • RiggedNo
  • AnimadoNo
  • Pronto para impressão em 3DNo
  • Jogo pronto (baixo poli)No
  • Mapeado por UVYes
  • UVs não enroladosoverlapping

Formatos e Arquivos

OBJ
(.obj)
8 MB

bookshelf01_obj.zip
FBX
(.fbx)
8 MB

bookshelf01_fbx.zip
3ds Max
(.max)
8 MB

default_scanline
bookshelf01_2015_max.zip

Descrição

Bookshelf 01 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. Several sets of books are also included! ||SPECS|| Low Poly Model (5 Objects) • bookshelf01 • bookset01 • bookset02 • bookset03 • bookset04 || Geometry || Bookshelf and books combined: • 4406 Total Tris • 2405 Total Polys • 2472 Total Verts • Polygons are all quads or tris, no n-gons • Model unwrapped manually to make most efficient use of the UV space. • Approximate dimensions: W:64'' x L:20'' x H:100'' • All materials and objects named appropriately • 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 || • 1024x1024 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for the bookshelf • 512x512 diffuse, specular, normal, gloss and ambient occlusion (AO) maps for bookset01 • 512x512 diffuse, specular, normal and gloss maps for bookset02 • 512x512 diffuse, specular, and normal maps for bookset03 • Several diffuse texture variations for bookset02 are included. Bookset04 uses the same textures as bookset02. • Textures designed for physically based rendering (PBR) • Textures in .tga format • Model texture paths are stripped • Photoshop .psd of the textures also available upon purchase to make texture changes easy. * 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.
Apr 25, 2018 data adicionada
Feb 20, 2022 última atualização

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