Işık Fikstürü 10 3D model
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Özellikler
- Geometripolygonal_tris only
- Çokgenler3,319
- Tepe Noktaları1,841
- DokularYes
- hileliNo
- canlandırılmışNo
- 3D Yazdırılabilir HazırNo
- Oyuna Hazır (düşük poli)No
- UV HaritalıYes
- Sarılmamış UV'lernon-overlapping
Açıklama
This hanging lamp is a game-ready asset originally modeled in 3DS Max 2018. This product is intended for game/real time/background use. This model is not intended for subdivision.
Renders done in Marmoset Toolbag 3. Default renders in 3ds Max will NOT look like the preview images. The Marmoset Toolbag scene IS included.
||SPECS||
|| Geometry ||
Geometry is triangulated, so the poly count and tri count are the same.
Geometry count:
-3319 tris
-989 verts
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 (centimeters)
Dimensions: 32cm x 32cm x 51cm
Tested in Marmoset Toolbag 3 (see renders)
Tested in Unreal Engine 4
Tested in Unity Engine
No special plugins needed.
.obj and .fbx versions exported from 3ds Max 2018
|| Textures ||
1024x1024 base color, roughness, metalness, emissive, normal and AO (ambient occlusion) 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 .png format
Model texture paths are stripped
IMPORTANT: Be aware that this model uses two materials: one for the light fixture and one for the bulb's glass. You will probably need to set up a transparent material for the glass in your game engine.
I have exported specialized texture maps for Unreal Engine 4 and Unity. See the extra downloads section for those textures and instructions on using them.
Substance Painter source files also available in the extra downloads so that you can easily alter the textures as you wish with Substance Painter.
++BONUS++
High poly model used to bake texture maps for the low poly mesh is also available as an extra download.
* Unfortunately there's 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.
Oct 01, 2019
Ekleme Tarihi
Sep 01, 2021
son Güncelleme
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