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Gillette Fusion Razor 3D-modell

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Gillette Fusion Razor royalty-free 3d model - Preview no. 1
Gillette Fusion Razor royalty-free 3d model - Preview no. 2
Gillette Fusion Razor royalty-free 3d model - Preview no. 3
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Gillette Fusion Razor royalty-free 3d model - Preview no. 6
Gillette Fusion Razor royalty-free 3d model - Preview no. 7
Gillette Fusion Razor royalty-free 3d model - Preview no. 1
Gillette Fusion Razor royalty-free 3d model - Preview no. 2
Gillette Fusion Razor royalty-free 3d model - Preview no. 3
Gillette Fusion Razor royalty-free 3d model - Preview no. 4
Gillette Fusion Razor royalty-free 3d model - Preview no. 5
Gillette Fusion Razor royalty-free 3d model - Preview no. 6
Gillette Fusion Razor royalty-free 3d model - Preview no. 7
Royaltyfria LicensEndast redaktionell
Enkel retur
Bästa prisgaranti
Fungerar ur lådan
37 besök
dvn23gts

Specifikationer

  • Geometripolygonal_quads/tris
  • polygoner14,536
  • hörn15,398
  • strukturerYes
  • riggadeNo
  • AnimeradNo
  • 3D Printable ReadyNo
  • Spelklar (låg poly)No
  • UV MappadYes
  • Unwrapped UVsnon-overlapping

Formater och filer

Maya
(.ma)
4 MB

mentalray
GilletteFusion_model.mb
OBJ
(.obj)
1 MB

gilletteFusion_model.obj
FBX
(.fbx)

gilletteFusion_model.fbx
FBX
44 MB

gilletteFusion_textures.zip

Beskrivning

Gillette Fusion Razor This is a razor I own, that I wanted to recreate in 3D as a challenge for myself. It's been used a bit, so it's not supposed to look brand spanking new. Since this was my only object in the scene I wasn't too concerned about the polycount. I made it using Autodesk Maya 2013 and Photoshop CS5. The included textures were created in Photoshop. I used mia_material_x_passes(mental ray shader) for most shaders. For the render I used an HDRI I found online, which is NOT included. For the .FBX file format the shaders would not export. However it did keep the object sets compared to an .obj that only exports it as one object. I don't really know my way around 3ds Max that well, so I would probably do more harm than good if I tried setting up the shaders in max. This model wasn't intended to be subdivided or turbosmoothed. If that is something you require, some cleanup will be needed. Primarily adding edge loops to retain hard edges. Enjoy!
Oct 03, 2019 datum tillagt
Aug 25, 2021 senaste uppdateringen

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