
After bed NELSON houses the world 3D model
cgtrader
This 3D model was originally created with Sketchup 8 and then converted to every other 3D format imaginable. The native format is .skp, and 3dsmax scene is rendered in 3ds Max 2016 version using Vray 3.00. To create a cozy ambiance in your bedroom decor, add the padded leather tip of this Vintage brown Nelson bed to your furniture world. This piece of upholstered bed is wrapped in luxurious brown leather and features a vintage look on four sturdy legs with wheels. As an extra seat before your bed, this leather bed end matches perfectly with the headboard of the 140 Vintage brown leather Chesterfield. Alternatively, check out the piece of linen upholstered Barocco bed, which comes in another style. Size (cm): H 45 x L 140 x P 40 For more information on this item, visit: http://www.maisonsdumonde.com/FR/fr/produits/fiche/bout-de-lit-capitonne-cuir-vintage-marron-nelson-133167.htm Product Reference: 133167 Price: € 349. Polygons: 9302. The textures used in this model can be found within the .skp file itself. If you have any of the following software, extracting the textures is a breeze. Here are some easy-to-follow guidelines: With Sketchup (Free), simply export the image as your chosen 2D file under File > Export > 2D Graphic – drop down option. Alternatively: Export the .skp file as a COLLADA File (*.dae) file under File -> Export -> 3D Model. Ensure that Export Texture Maps is checked in the Options window. Navigate to the exported file location and locate the folder with the exported file name containing all textures. C4D users, simply import the .skp file to C4D, which automatically generates a folder with textures next to the .skp file. In 3ds Max, importing the .skp file stores texture files in ..3dsMaxSceneAssetsImages. You can also export an fbx file with embed media selected (in export dialog window), generating a folder of textures together with the fbx file. Rhinoceros 3D users can import the .skp file and access the material editor under Panels->Material Editor. Select any material that has texture on it, then click on the three dot button next to the texture name. You will see all textures in the ..AppDataLocalTempEmbedded_Files directory. Feel free to copy and paste the textures to any folder you prefer.
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