SUPERMARINE SPITFIRE MK IA 54th Squadron

SUPERMARINE SPITFIRE MK IA 54th Squadron Low-poly 3D model

Description

SUPERMARINE SPITFIRE MK IA Color scheme: 54th Squadron, RAF based at RAF Hornchurch - 1940

GENERAL INFO The model was created based on blueprints, photos and historical documentation. It was created with precision in detail and in real units of measurement to be a faithful digital reproduction of the original. Textures: Raw rgb, diffuse, specular, reflection, trasparency and two bump maps Textures size: 8k The archive includes two additional Raw rgb textures (clean and custom) and decals to customize your model. Modeling, texturing and setup are all made with Lightwave. Due to different way to handling texture values, probably you have to correct texture settings when use the object with other software. Regarding the textures, I suggest you to not use the Diffuse Map I provide unless you need a static render. Inside Images folder there is the Custom subfolder where you can find two additional color textures (clean and custom) and some decals. The clean version is the same of the original one without scratches and dirty. The custom version has only the camouflage colors without decals, scratches and dirty to permit you to customize your aircraft.

Cockpit NOT included

LIGHTWAVE The Lightwave scene includes a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators, landing gears, propeller and other stuffs. You can pick each item using the simple interface framed by the camera named 'Controls Selection Camera'. When you open the scene you will find this interface on the right side of the screen.

BLENDER The Blender scene includes a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators, landing gears, propeller and other stuffs.

FBX The Fbx file has been exported with Lightwave. When you open it with other software you may need to retouch texture settings

OBJ As for the Fbx file, you may need to retouch or reassign texture maps when open the Obj file with different software.

In any case the object has a unique UV map. To reassign textures you only have to load texture maps and assign each of them to the respective channel (color, diffuse, specular, etc.)

N.B. NOT SUITABLE FOR 3D PRINTING

For any difficult or question I am always available to give you assistance.

I would be very grateful if any of my models could help you to do a great job.

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SUPERMARINE SPITFIRE MK IA 54th Squadron
$149.00
 
Royalty Free No Ai License 
SUPERMARINE SPITFIRE MK IA 54th Squadron
$149.00
 
Royalty Free No Ai License 
Response 89% in 5.8h
3D Modeling
3D Print Modeling
Low-poly Modeling
Lighting
Rendering
UV mapping
Texturing
PBR modeling
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3D Model formats

Format limitations
Native
  • Lightwave 2018 (.lwo, .lw, .lws)6.21 MBVersion: 2018Renderer: Default 2018
Exchange
  • Autodesk FBX (.fbx)17.8 MB
  • OBJ (.obj, .mtl)4.17 MB
  • Textures 87.5 MB
  • Blender 3.0 (.blend)32.9 MBVersion: 3.0Renderer: Cycles

3D Model details

  • Publish date2016-09-06
  • Model ID#643739
  • Animated
  • Rigged
  • VR / AR / Low-poly
  • PBR approved
  • Geometry Polygon mesh
  • Polygons 167,462
  • Vertices 178,667
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Non-overlapping
  • Plugins used
  • Ready for 3D Printing
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