Harç ve havaneli 3D model
Özellikler
- Geometripolygonal_quads only
- Çokgenler5,811
- Tepe Noktaları5,861
- DokularYes
- hileliNo
- canlandırılmışNo
- 3D Yazdırılabilir HazırNo
- Oyuna Hazır (düşük poli)No
- UV HaritalıYes
- Sarılmamış UV'leroverlapping
Açıklama
Old pestle with cinnamon, cardamom and pink peppercorn seeds scattered around. Meant to be put in an indoor environment, why not in a country/rustic kitchen. Made natively in Blender2.92 and ported in Max2016. Both formats are ready to render the same result of the thumbnail.
The materials are simple and the textures just come out from Substance Painter as they are with no further adjustment for Blender/Max. This makes it easy to recreate in other software.
File provided with HDRI environment, texture paths set to Relative/Strip, transformations Applied/Frozen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - Geometry: 5,811 polygons, all quads, subdivision-ready with support loops.
Mortar and Pestle are 2 separated objects but parented/grouped.
Spices are independent but grouped as well (Max) or parented to an Empty controller (Blend).
There are 2 types of cinnamon, 2 types of pink peppercorn, 3 types of cardamom. Many spices are duplicated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - Dimensions (using centimeter units):
- Mortar: 10.9 cm diameter (4.29 in), 12.6 cm high (4.96 in)
- Pestle: 3.55 cm diameter (1.4 in), 16.1 cm high (6.33)
- Full size on the floor including scattered spices: 24x15 cm (9.44x5.9 in), total height 18 cm (7.08 in).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - Textures: 2 materials, 2 UVmaps and 2 Texture Sets.
UVmaps of the scattered spices are overlapping, as many of them are repeated. Textures provided in png format, 2048x2048: BaseColor/Diffuse, Roughness/Glossiness, Reflection, Normal map (OGL and DX).
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
To port this product in other software:
• You can download extra texture packs: Metal Rough and Spec Gloss. You just have to connect them, because materials are all texture based (PBR).
• Textures are prepared for 2 subdivision levels, subdividing the UV map too, and smoothing its corners as well. So you'll have to subdivide the uvmap with an algorithm that smooths UV edges and corners, too.
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