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Carregando luz de sinal Modelo 3D

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Carregando luz de sinal royalty-free 3d model - Preview no. 1
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Especificações

  • Geometriapolygonal_quads/tris
  • Polígonos136
  • Vértices148
  • TexturasYes
  • RiggedNo
  • AnimadoNo
  • Pronto para impressão em 3DNo
  • Jogo pronto (baixo poli)No
  • Mapeado por UVYes
  • UVs não enroladosnon-overlapping

Formatos e Arquivos

OBJ
(.obj)
30 MB

loadingsignallight_obj.zip
FBX
(.fbx)
30 MB

loadingsignallight_fbx.zip
3ds Max
(.max)
30 MB

default_scanline
loadingsignallight_2016_max.zip
3ds Max

loadingsignallight_bake.zip

Descrição

Loading Signal Light is a high quality, low poly asset 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. Default renders in 3ds Max will NOT look like the preview images. The Marmoset scenes for the renders and wireframes ARE included with the model. ||SPECS|| Low Poly Model (1 Object) - loadingsignallight || Geometry || 244 Total Tris 136 Total Polys 148 Total Verts 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) Dimensions: 24'' x 12 '' x 5'' 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 2016 || Textures || 512x512 diffuse, specular, glossiness, normal and AO (ambient occlusion) maps Two extra 512x512 emissive maps for turning the green light on or the red light on Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped || Bonus || The high poly model/baking scene used to bake the texture maps is also included as a separate download upon purchase of this product. * Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green channel of the normal map in an image editor.
Oct 01, 2019 data adicionada
Apr 26, 2022 última atualização

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