ACOG Kapsamı 3D model
0
Özellikler
- Geometripolygonal_quads/tris
- Çokgenler2,263
- Tepe Noktaları1,980
- DokularYes
- hileliNo
- canlandırılmışNo
- 3D Yazdırılabilir HazırNo
- Oyuna Hazır (düşük poli)No
- UV HaritalıYes
- Sarılmamış UV'leroverlapping
Açıklama
ACOG Scope 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 3. 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||
This model uses three different materials. One main material, one for the glass, and one for the reticle. The exact implementation of this will change between game engines, but the main material and glass material use the same textures. The reticle has its own textures.
|| Geometry ||
ACOG:
-3772 tris
-2263 polys
-1980 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 5.8'' x 2.3''
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 ||
ACOG: 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps
Reticle: 512x512 emissive and opacity maps
There is a separate download of the textures in specular/gloss PBR format for those who prefer that setup.
Textures designed for physically based rendering (PBR)
Textures in .tga format
Model texture paths are stripped
I have exported specialized texture maps for Unreal Engine 4. See the extra downloads section for those textures and instructions on using them.
* Unfortunately there is 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.
Apr 24, 2018
Ekleme Tarihi
Nov 10, 2021
son Güncelleme
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