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建筑车辆人物飞行器家具电子产品动物植物武器体育食品解剖学
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跳线-索具 3D模型

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MotionMatter

规格

  • 几何polygonal_quads only
  • 多边形47,084
  • 顶点47,160
  • 纹理No
  • 索具化Yes
  • 动画Yes
  • 适合3D打印No
  • 适合游戏(低多边形)No
  • UV映射No
  • 未封装UVunknown

格式和文件

3ds Max
(.max)
7 MB

vray 3.6
Cables Not Skinned.max
3ds Max
(.max)
10 MB

vray 3.6
Cables Skinned.max

描述

3D high-poly model created for rendering use in 3Ds Max 2011. The renders and materials were created using VRay so the model is VRay ready. The cords are actually splines. Their number of steps (edge loops) can be changed (just like a normal, renderable spline)(even while skinned) which would increase or decrease the poly-count accordingly. They are set at 20 steps in this file. The model is not unwrapped but the it is broken into different material IDs for use as a multisub object. I have included one file where the model is rigged and skinned and one file where it is only rigged and not yet skinned. The reason for this is because the rig breaks when imported or merged into another file. You may be able to figure out how to make it work, but the only way I have been able to make it functional is to re-skin it after importing the non-skinned version into a new file. The file that is skinned works perfectly fine inside of its own file. (Re-skinning is very quickly accomplished however, so it's not too big of a set back.) There are 2 files (skinned and unskinned) using Vray materials and then 2 files (skinned and unskinned) set in Scanline. There is also a folder of OBJs. The Clamps.obj is just the clamp models without the spline cords and the ClapsAndCords.obj is the clamps along with the splines after converting them to editable polys (although those probably won't animate as well as the original splines and will take longer to skin).
May 23, 2020 添加日期
Feb 09, 2022 最后更新

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