Циклоп с шипами 3D модель
0
Характеристики
- Геометрияpolygonal_quads/tris
- Полигоны20,927
- вершины21,025
- текстурыYes
- подстроенныйNo
- мультипликационныйNo
- Готов к печати в 3DNo
- Игра готова (низкополигональная)No
- UV MappedYes
- Развернутые уфnon-overlapping
Описание
3d model of cyclops without rigging
SUBDIVISION INFO:
Subdivision lvl 0
Polys: 20.927
Verts: 21.025
Subdivision lvl 1
polys: 158.336
verts: 79.916
TEXTURE INFO:
All textures are TGA format
Using texture:
cyclops_vcols_compos.tga = 8192x8192
cyclops_normals_gamma2.2.tga = 8192x8192
eye_vcols_compos.tga = 2048x2048
Pants_vcols.tga = 4096x4096
Pants_normals_gamma2.2.tga = 4096x4096
Clothing_vcols_compos.tga = 4096x4096
Clothing_normals_gamma2.2.tga = 4096x4096
spike_shoulders_vcols_compos.tga = 4096x4096
spike_shoulders_normals_gamma2.2.tga = 4096x4096
spike_back_vcols_compos.tga = 4096x4096
spike_back_normals_gamma2.2.tga = 4096x4096
unguis_vcols_compos.tga = 4096x4096
unguis_normals_gamma2.2.tga = 4096x4096
spike_foot_vcols_compos.tga = 2048x2048
spike_foot_normals_gamma2.2.tga = 2048x2048
spike_hand_vcols_compos.tga = 2048x2048
spike_hand_normals_gamma2.2.tga = 2048x2048
tongue_vcols.tga = 2048x2048
teeth_top_vcols_compos.tga = 2048x2048
teeth_top_normals_gamma2.2.tga = 2048x2048
teeth_bottom_vcols_compos.tga = 2048x2048
teeth_bottom_normals_gamma2.2.tga = 2048x2048
(In the archive there are two kinds of normal maps, with a value range of 1.0 and 2.2 range)
RENDER INFO:
Render vray made in version 3.0 with a value range of 2.2
Scene INFO:
The manager layers 3d model is referred to as 'cyclops'
lights - 'Lights_cyclops' (Turn off the visibility)
The unit of measurement in the scene - centimeters
ARCHIVES INFO:
cyclops_3ds.rar (only 3ds file)
cyclops_max_2012.rar (max 2012 version, contains all the texture maps)
cyclops_max_2014.rar (native format, contains all the texture maps)
cyclops_obj.rar (obj and mtl file)
Hope you like it!
Sep 29, 2020
Дата Добавлена
Nov 10, 2021
последнее обновление
Отзывы
На данный момент нет отзывов об этом продукте.
Почему бы не первым сломать лед?
















