Professional PBR Stove created from scratch inside of Maya and textured in Substance Painter.My goal was to produce details and create different texture sets.
The asset can be used for any purpose and has 3 sets of 4K PBR Textures.
I produced 3 different types of textures: a clean , an old/rusty and a dirty/dusty version.
model is centered in (0,0,0)
model is in real scale
17.730 polys
18.785 verts
CONTENT DETAIL
Stove.mb: a Maya 2019 scene file with clean outliner showing the different stove parts
Stove.fbx: the mesh exported as fbx file format (version 2018)
StoveCombined.mb: a Maya 2019 scene file with some combined meshes (Stove, glass, etc..)
StoveCombined.fbx: the mesh exported as fbx file format with some combined meshes (version 2018)
StoveLighting.mb: the Maya 2019 scene files that you can see in the preview images. it has a basic lighting setup with an HDRI, the Arnold material setup (AiStandard with the dusty version of the textures). You just need to reconnect the dusty textures and render!
Stove.obj: a obj export from the Maya 2019 scene file
Textures.zip file:
Clean Version: 4K PBR Texture for a clean stove
Old Version: 4K PBR Texture for an old / rusty stove
Dust Version: 4K PBR Texture for a Dusty stove
bush_restaurant_2k.hdr:an HDR image used in the StoveLighting.mb maya scene file as skydome
TEXTURES INFO
Texture have been created with metal / roughness workflowEvery texture set has 4K PBR Textures in png file format:
BaseColor Map
Roughness Map
Metallic Map
Normal Map (8 bit and 16 bit versions)
Additional Maps:
Ambient Occlusion
Opacity: used for the glass. You can see it in action in the StoveLighting.mb scene file
NOTES
The render images or scenes shown in the gallery are not included in the product and they have been only produced in Marmoset Toolbag 4 for showcasing.
The only scene in the gallery that you have in the product is the one made with Maya 2019: the scene uses Arnold 6 as renderer, the dusty version of the PBR textures and an HDRI map that is included in the product.
The inside of the Stove contains 2 meshes simulating the neon lights, you can assign them any shaders with emission property.
PS. When you relink the textures in the example file StoveLighting be sure to have the following color spaces for the PBR textures set up
Roughness: RAW + Alpha is Luminance
Metallic: RAW + Alpha is Luminance
Normal: RAW
BaseColor: sRGB
Opacity: RAW + Alpha is Luminance
Good work!