Verification details of the FBX file
No N-gonsNo faceted geometryManifold geometry
PBR texturesNo embed texturesSquare texturesPower of 2 texture sizesAssigned materials
No UV overlapsUV unwrapped model
Description
High detailed (interior as well) Low / Mid Poly textured model of Hot Rod (FBX, Maya, Blender, 3ds Max).
- All objects are well named and grouped accordingly.
- Clean quad-based topology, it's easy to manage and make changes. Polys: 128299 (Tris: 256412).
- Proper pivot points (windshield, doors, windows, trunk can be opened, etc.), model is ready to be animated.
- High poly version of model (5352330 polys) comes along with the main low poly with the same organization.
- Good and organized UV’s.
- Mesh normals are softened (smoothed) / hardened to achieve the best possible look (no weird shading).
- 10 UV / Texture Sets (PBR Metalness) : 1x2048*2048 PNG, 9x4096*4096 PNG.
- Everything is set up as intuitive as possible, e.g., Engine material will use Hot_Rod_Engine_BaseColor / Metallic / Normal / Roughness maps.
FBX files come in 2 variants:
- Hot_Rod_LP / _HP - low / high poly models with usual naming.
- Hot_Rod_low / _high - low / high poly models with _low / _high suffix added to all objects.
Includes Substance Painter Project File (SPP). Textures can be edited and re-exported with various presets for many render engines (Unity, Unreal Engine, Arnold, Vray, Corona, Keyshot, etc.). Normal map format (OpenGL / DirectX) can be easily changed from within the Project Configuration.
Exported normal maps are DirectX based (-Y, Left Handed) and fit perfectly in:
- 3DS Max
- Unreal Engine 4
- Substance Painter
To use normal maps with OpenGL (+Y, Right Handed), simply flip the Y (Green channel) in appropriate software:
- Maya
- Blender
- Unity
- Marmoset Toolbag
Front / Rear Left / Right Tire materials are sharing the same texture set.
3 texture sets (Body, Tire_Front, Tire_Rear) belong to non-metallic (dielectric) materials and have no metalness maps, so the appropriate value must be set to 0.
Car was modelled in Maya (low, high poly), textured in Substance Painter and rendered in Marmoset Toolbag 3 (no post processing).
If you have any questions or requests, don't hesitate to contact me.