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Фонарик 01 3D модель

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Фонарик 01 royalty-free 3d model - Preview no. 1
Фонарик 01 royalty-free 3d model - Preview no. 2
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Фонарик 01 royalty-free 3d model - Preview no. 1
Фонарик 01 royalty-free 3d model - Preview no. 2
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Бесплатная лицензияВсе расширенное использование
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Luchador

Характеристики

  • Геометрияpolygonal_quads/tris
  • Полигоны576
  • вершины333
  • текстурыYes
  • подстроенныйNo
  • мультипликационныйNo
  • Готов к печати в 3DNo
  • Игра готова (низкополигональная)No
  • UV MappedYes
  • Развернутые уфnon-overlapping

Форматы и файлы

3ds Max
(.max)
4 MB

default_scanline
flashlight01_2016_max.zip
FBX
(.fbx)
4 MB

flashlight01_fbx.zip
OBJ
(.obj)
4 MB

flashlight01_obj.zip

Описание

Flashlight 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. ||SPECS|| Low Poly Model (1 Object) -flashlight01 -644 Total Tris -576 Total Polys -333 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: 3'' x 3'' x 8'' 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, normal, and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .png format Model texture paths are stripped * The glass cover will probably need to have a separate material for translucency to work properly in a game engine. Alternatively, you could just delete the glass cover. * 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 01, 2019 Дата Добавлена
Feb 24, 2022 последнее обновление

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