All renders shown rendered in Octane. Plus some extra screenshots at the end so you can see how the model looks in the UI of some of the exchange formats.
Modeled after a cosmetic item in an MMORPG.
Files include:
_C4D_Octane.zip - Cinema 4D scene file with Octane materials. This is where all the renders come from. Screenshot attached.
.ORBX - Octane Standalone Package. Can be unpacked into OCS, or imported.
Bellow are all the exchange formats, with slightly different/optimized polycount and textures.
_SPP.zip - Substance Painter Project file. You can edit the textures and export higher res for all file formats. Screnshot attached.
_DAE_PBR.zip - Collada exported from Substance Painter. Geometry baked/triangulated polycount: 2,887. Textures are 4K jpg files (Metal/Rough PBR).
_TEX_PBR.zip - Textures exported from Substance Painter and used for all the files bellow. Unpack in the root folder. Textures are 4K 16bit png files (Spec/Gloss PBR).
.C4D - Cinema 4D scene file with Physical/Standard shaders, using the pbr textures in the texture pack. Three different polycount versions (High: 3,828/Mid: 1,454/Low: 453). Screnshot attached.
.FBX - Autodesk FBX exported from C4D. You may need to re-tweak the shaders abit, depending on the program you open it in, but all pbr textures should maintain link. Three different polycount versions (High: 3,828/Mid: 1,454/Low: 453).
_E3D_PBR.zip - Ready to use in Video Copilot's Element 3D, plus an After Effects project file with the model already loaded. You may need to re-link the model/textures upon opening it for the first time, so just point to the root folder, where you extracted the pbr texture pack. Three different polycount versions (High: 3,828/Mid: 1,454/Low: 453). Screnshot attached.
_OBJ.zip - OBJ/MTL exported from C4D. Three different polycount versions (High: 3,828/Mid: 1,454/Low: 453).
Extra formats: _ABC (Alembic), _3DS (3D Studio), _MAX_PBR (3ds Max), _STL (Stereolithography). Including those just in case, for compatibility. Adjustments may be needed.
If you have any questions or requests, dont hesitate to ask me. Also please consider leaving a like or a comment discussing the model. Im eager to know what people think about my models, and find ways to improve.