
Antlers with Skull Fragment Low-poly 3D model
cgtrader
All renders were carefully previewed in Blender 2.8, leveraging the Cycles renderer's capabilities for physically accurate results with Principled BSDF shaders. A highly detailed 16384x8192 HDRI image lighting map (supplied) is applied to every render setup to capture the subtleties of scene illumination.\n\nThe optimized texture assets provided are carefully designed to deliver high-quality performance in PBR rendering workflows (using Metalness or Specular configurations). Every geometric asset utilizes level 4 subdivision, and Beauty renders are produced with albedo, roughness, and vector displacement maps to bring intricate details to life. GEOMETRY Geometric assets supplied comprise low-poly meshes, skillfully crafted to ensure precise detail-to-performance ratios that empower creative teams to pursue demanding visuals without compromising gameplay. By virtue of their sculpted precision (Level 6), meshes are subdrawable up to their authentic state to unveil hidden displacement map details and deliver the best results possible in game development. Origin-centered coordinates align geometric assets, using real-world units of measurement in centimeters.\nPolygons are confined exclusively to quad-only arrangements, while no more than five edges converge at each pole.\nFor effective usage across diverse software suites: the designated displacement distance for optimized outcomes is 1.0 cm; linear UVs provide ideal organization and distortion control.\n\nTEXTURES Expertly created 8192x8192 EXR images – capturing high-fidelity, 32-bit channel detail from real-world subjects – represent photorealistic textures for use in every application scenario. Optimized layout enables optimal distribution of maximum texture space, further ease with intuitive texture modification opportunities while reducing unwanted distortion. For effective handling and subdividing accuracy: these carefully aligned linear UVs have no smoothing features, tightly sealed borders, preventing distortions when processing subdivisioned mesh geometries composed solely from even-sized quads. In the original Blender 2.8 scene:\n\nwe have: \+ Albedo \+ Roughness \+ Vector Displacement \+ A 16384x8192 spherical HDRI lighting map texture\nAlso included, an additional texture archive holding Normal maps (for subdividing up to Level 0 geometries)\nSpecular Maps,\nGlossiness Maps,\ndisplacement data. Third-party plugins have been completely excluded.\nThe whole setup has been expertly designed within Blender 2.8. I look forward to receiving your valuable feedback which, as it was in the past, will play an indispensable role to provide continuous and significant enhancements for future updates while also tailoring the next step products accordingly to cater best your individualized requirements. Thank you very much!
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