===> General: Once upon a time there was a little fantasy people who lived in a tranquil village in an enchanted forest. In the center of this forest, the inhabitants have built a small shop to buy the most necessary things there. Barrels full of fairy powder, crates with the most delicious fruits and everything the fantasy heart could desire.
===> Geometry: The meshes were modeled in 3ds Max. Subdivision: All elements largely consist of quads and can be tessellated with Turbosmooth. You can download the scene in different subdivision levels as FBX or OBJ format. As a 3ds Max file, there is an instantiated Turbosmooth modifier on all objects. Face count without Turbosmooth modifier: LowPoly: There is a different 3ds max scene and also FBX with a low poly version (face count ...). In addition you can download a game ready glTF scene with converted webGL metallic/roughness materials.
===> Rigging: This object contains no rigs.
===> UVs: The models (sub division and also low poly) consists unwrapped UVs, mostly overlapped to have a tiling in at least one direction.
===> Materials / Textures: The materials have all been procedurally created in Substance Designer as PBR Metallic / Roughness in a stylized way, the textures are available for download in a 2K resolution. the subdivision 3ds Max scenes contain Vray (version 5) materials, the low poly 3ds Max scenes contain the 3ds Max Physical Materials, which works for Arnold pretty well. In additions this material is also good for exporting to game engines or converting for BabylonJS.
===> Renderings: For the renderings here, I largely used Vray 5 update 1.2 and also for the low poly version a WebGL renderer. As of Vray 5 Update 1, the translucency property of the VrayMtl includes an SSS and a volume parameter. For example, if the small mushrooms appear black even in good lighting, your Vray version may not be up to date.
For example, since the roughness of the Vray material behaves differently than the metallic roughness of the Iray material, I added a Color Correction Node to the textures to compensate for them. The wall plaster, leaves, mushrooms and grass also have a translucency or SSS property.
===> lights: I used a Vray Domelight, Vray Spherical Lights and a Backlight (also Vray Sperical Light) as lighting for the renderings. Two EXR images for the dome light and background are included with the download.
===> Formats: -> Geometries - Max (2022,2020,2019) FBX (Low, Med, High) OBJ (Low, Med) glTF with textures
-> Textures -
PNG 16bit
PNG 8 bit
EXR (environment lighing)