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Aztek Heykeli 3D model

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Aztek Heykeli royalty-free 3d model - Preview no. 1
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3DTaxi

Özellikler

  • Geometripolygonal_quads/tris
  • Çokgenler1,440
  • Tepe Noktaları1,566
  • DokularYes
  • hileliNo
  • canlandırılmışNo
  • 3D Yazdırılabilir HazırNo
  • Oyuna Hazır (düşük poli)No
  • UV HaritalıYes
  • Sarılmamış UV'leroverlapping

Biçimler ve Dosyalar

(.unknown)
45 MB

AztecStatue.zip
Maya
(.ma)

mentalray 10.3.1.4
AztecStatue.ma
Maya
(.ma)

mentalray 10.3.1.4
AztecStatue.mb
FBX
(.fbx)

AztecStatue.fbx
OBJ
(.obj)

AztecStatue.obj
3ds Max
(.max)

default_scanline
AztecStatue.max

Açıklama

-- Aztec Statue -- Description: This low poly model of an authentic aztec serpent statue was made inside Maya 2013. The model is optimised for use in game engines, with a sensible poly/triangle count, well laid out UVs and realistic texture maps. The .ZIP file contains all file types and supporting textures. Files: • .MA scene file • .MB scene file • .MAX scene file • .OBJ file • .FBX file • .PSD file containing three texture maps • Six .TGA files for Diffuse, Normal and Specular Model Dimensions (Y=UP): • X= 189cm • Y= 103cm • Z= 20cm Textures: • This model comes with a .PSD file containing two sets of Diffuse, Normal and Specular maps for this model in separate named and editable layers, at a size of 1024x1024. • 1024x1024 Aztec1_D.tga • 1024x1024 Aztec1_N.tga • 1024x1024 Aztec1_S.tga • 1024x1024 Aztec2_D.tga • 1024x1024 Aztec2_N.tga • 1024x1024 Aztec2_S.tga Materials: • This model has one BLINN material assigned, using all three texture maps Rendering: • The model was rendered using Mental Ray inside Autodesk Maya 2013. Lighting rig not included with model Scene Specifications: • The model is one object, labelled ‘AztecStatue’, in the group ‘geometry’ • The model is centered at 0,0,0 • The model has unwrapped UV’s (overlapping) • The model contains quads and triangles. • The model contains no N-Gons, isolated vertices, coincident vertices and no coincident/coplanar faces
Nov 12, 2021 Ekleme Tarihi
Nov 12, 2021 son Güncelleme

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