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鲁格.357黑鹰 3D模型

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免版税许可仅限编辑
退还简单
最优惠价格保证
开箱即用
800 访问量
Luchador

规格

  • 几何polygonal_quads/tris
  • 多边形8,990
  • 顶点7,266
  • 纹理Yes
  • 索具化No
  • 动画No
  • 适合3D打印No
  • 适合游戏(低多边形)No
  • UV映射Yes
  • 未封装UVmixed

格式和文件

3ds Max
(.max)
43 MB

default_scanline
blackhawk_2016_max.zip
FBX
(.fbx)
43 MB

blackhawk_fbx.zip
OBJ
(.obj)
42 MB

blackhawk_obj.zip
OBJ
593 MB

sp_blackhawk.zip
OBJ
13 MB

blackhawk_textures_ue4.zip
OBJ
12 MB

blackhawk_textures_unity.zip

描述

Ruger Blackhawk 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 2. 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|| Low Poly Model (12 Objects) The weapon is separated into objects to make animation easier. They are arranged in the following hierarchy: -blackhawk -cylinder -bullet1 -bullet2 -bullet3 -bullet4 -bullet5 -bullet6 -gate -hammer -trigger -ejectorrod || Geometry || Geometry count: 14086 Tris 8990 Polys 7266 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: 13'' x 2'' x 6'' 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 || 2048x2048 diffuse, roughness, metalness, normal and AO (ambient occlusion) maps Textures designed for physically based rendering (PBR) Textures in .tga format Model texture paths are stripped I have exported textures for Unreal Engine 4 and Unity 5 from Substance Painter to make the import process for that engine easier. See the extra downloads for those textures and instructions on how to use them. * 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.
Sep 25, 2018 添加日期
Mar 02, 2022 最后更新

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