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I also have a super realistic,high res,high poly for it for realistic render and close shots in my store, please check my store and have a look
- [CONTENT]
a non-packed .blend file including 3k hdri,camera,textures and settings....just open and correct the paths of the textures and hdri then hit render and you'll get the first render picture
.fbx, .obj, .stl, .collada formates, each in separate RAR
General PBR metalrough including [BaseColor, Normal, Metallic, Roughness, Ambient Occlusion]
Unity 5 stabdard metallic including [AlbedoTransparency, Normal, MetallicSmoothness, Emission]
unreal engine 4 (packed) including [BaseColor, OcclusionRoughnessMetallic, normal]
you can ask for an other texture maps or formats or resolution (1-8k)
every single mesh/texture formate is in separate RAR for easy usage and downloading and appropriately named
- [GEOMETRY]
tris: 15635
Vertices: 8225
- [TEXTURES ]
PBR realistic textures
the texture are in 4k and you can ask for other resolution [1-8k].
all textures are in .png format
you can ask for an other texture maps or formats or resolution (1-8k)
- [ GENERAL ]
ready to be rigged and animated
Clean and optimized topology is used for maximum polygon efficiency, mostly quads, no [n-ngons ,double faces, flipped faces, overlapping faces, inverted normals or stray vertices].
the exported mesh formats are the base mesh without triangulation and ready to be triangulated
All preview images are raw renders without any post production or editing and rendered using cycles renderer of blender 2.8
All the uvs are mirrored (ovelapping)
Model is built to real-world scale
Model Dimensions: 0.4m x 0.0681m x 0.21m
This model contains 9 objects with one UV-map, collected in one group
All objects and textures are named appropriately
No third-party renderer or plug-ins
Normal map was baked from a high poly model to provide great detail while minimizing the polygon count. Hand painted realistic textures created in substance painter
Model unwrapped and packed manually to make most efficient use of the UV space
Object pivot points at 0,0,0
No cleaning up necessary, just drop your models into the scene and start rendering.
- If you have any questions or any change , please feel free to contact me i'll what i can do