Created with Blender 4.0
Semi-stylized cargo transport container, based on average proportions of several real containers.
Dimensions:
X: 6.10m
Y: 2.42m
Z: 2.64m
LODs: YES
Animations: YES
Textures: YES
Unwrapped UVs: YES
Polygon Count:
LOD0:
Objects: 41
Vertices: 9288
Edges: 26332
Faces: 17043
Triangles: 17043
LOD1:
Objects: 41
Vertices: 7408
Edges: 20722
Faces: 13313
Triangles: 13313
LOD2:
Objects: 41
Vertices: 4502
Edges: 12081
Faces: 7646
Triangles: 7646
LOD3:
Objects: 29
Vertices: 952
Edges: 2491
Faces: 1574
Triangles: 1574
Counting done by Blender.
Animations
It has 6 animations included:
Right door:
- Right door opening;
- Right door closing;
- Right door loop opening and closing;
Left door:
- Left door opening;
- Left door closing;
- Left door loop opening and closing;
Note: Each doorknob/handle has its own animation, the closing animation also has its own animation (it is not just the reverse of the opening animation).
The lock bar handles lock alternately up and down, this was an artistic choice, NOT based on real reference.
Textures
Contains basic textures with 4 different colors*:
- Red
- Green
- Yellow
- Blue
Textures:
LOD0: *Diffuse and Metalness – 1K. Roughness and Normal – 4K.
LOD1: *Diffuse and Metalness – 1K. Roughness and Normal – 2K.
LOD2: All 1K.
LOD3: **All 1K.
Note2: Due to the mesh changing at each LOD, the textures are not interchangeable. (For example, you cannot use textures from LOD0 on LOD1, 2 or 3, they will not adjust correctly).
The baked textures have 12 independent materials, corresponding to each set of meshes in the container:
- Parts of galvanized doors (internal part of the door, lock rod, handle, screws);
- Left door;
- Right door;
- Container frame structure;
- Rubber door sealing gasket;
- License/identification plate (on the right door);
- Internal panel walls (galvanized);
- External panel walls;
- Unscratched plywood (ceiling);
- Plywood with scratches (floor);
- ***Retroreflective parts;
- Small parts (hinges, anchor points, lock rod guide clamps).
* The Galvanized parts contain the Diffuse maps of the same resolution as their respective normal and roughness maps.
** In LOD3 all meshes were unified, so the meshes share the same Texture Maps, only differentiating the base colors.
*** Retroreflective parts ARE NOT retroreflective, they are just reflective.
The model was developed with the aim of having a low polygon count. All faces were triangulated. There are not many complex details, precisely to be used as an asset in games offering good performance. The same for textures.
Please, I'm a beginner in the world of 3D modeling, especially in the gaming area, I accept any criticism, so please, any review/feedback will help me a lot. If you wish, you can even send me an email.
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