Three Asteroids

Three Asteroids 3D model

Verification details of the FBX file
Files
Binary FBX
Scene
No unsupported objects
Geometry
No N-gonsNo faceted geometryManifold geometry
Textures and Materials
PBR texturesNo embed texturesSquare texturesPower of 2 texture sizesAssigned materials
UVs
No UV overlapsUV unwrapped model
Naming
Allowed characters
Description

Three photorealistic asteroids with 4K BPR textures and displacement maps. These three different models have enough variation to create entire asteroid fields.

High res sculpt is also available in zBrush format.

Preview renders were rendered using Iray renderer in Substance Designer.

This model can be subdivided and displaced using the included displacement maps for ultra high detail renders.

Also included is Unreal Engine project file with version 4.24.3 that is ready to be used.

------ Mesh details ------ Collection of three separate object files in each format asteroid01 asteroid02 asteroid03

All clean quads only meshes with no overlapping geometry or isolated vertices. Can be subdivided.

asteroid01 24225 quads 24227 verts asteroid02 25156 quads 25158 verts asteroid03 22963 quads 22965 verts

------ UV details ------ Non-overlapping clean UVs. Each model has their own UV coordinates separately from each other.

------ Texture maps ------ No visible seams or artifacts.

Texturing method: Metal-roughness PBR scheme (1) All textures resolution: 4096x4096 Texture format: PNG & PSD basecolor, roughness and normal maps included (3x.png) (please insert zero value to metalness) Displacement maps: PSD Normal maps were baked from high poly using xNormal. OpenGL normal map format. (T-Mikk Tangent basis) (2)

Notice: (1) Because none of the main formats support PBR materials at the moment, I have only added base colour as the texture. Please add materials and other textures / displacements in your render engine to get most out of these models, to get similar result as in the preview render. (2) Although the low-poly model normals are baked from high res models using xNormal (this having the normals information baked in), due to the relatively high polycount of the production meshes, there should be very little or no issue to the tangent basis discrepancy even when using other than T-Mikk calculation. However it is of course necessary to pay attention to the Y direction (this model uses OpenGL format).

yaschan
yaschan 2017-12-04 22:10:52 UTC
Thanks! Your models are so cool too.
Item rating
1 0
Three Asteroids
$69.00
 
Royalty Free License 
Three Asteroids
$69.00
 
Royalty Free License 
Response 75% in 0.6h
3D Modeling
Low-poly Modeling
Lighting
UV mapping
Texturing
PBR modeling
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3D Model formats

Format limitations
  • Zbrush 4R7 (.ztl, .zbp)49.6 MB
  • OBJ (.obj, .mtl)486 MB
  • Lightwave 11 (.lwo, .lw, .lws)490 MBVersion: 11Renderer: Default
  • Autodesk Maya 2011 (.ma, .mb)492 MBVersion: 2011Renderer: Default
  • Autodesk 3ds Max 2012 (.max)487 MBVersion: 2012Renderer: Default (Scanline)
  • Autodesk FBX (.fbx)487 MB
  • UnrealEngine 4.24.3 (.uasset)290 MB

3D Model details

  • Publish date2017-12-03
  • Model ID#814990
  • Animated
  • Rigged
  • VR / AR / Low-poly
  • PBR approved
  • Geometry Subdivision ready
  • Polygons 72,344
  • Vertices 72,350
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs
  • Plugins used
  • Ready for 3D Printing
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