ARSENAL VG33 Free 3D model
cgtrader
ARSenal VG33 Color scheme: Arme de l'Air - 1940 GENERAL INFO The model was developed from blueprints, photos and historical documentation with precision in detail and real units of measurement to accurately reproduce the original digitally. Textures include raw RGB, diffuse, specular, reflection, transparency and two bump maps. Textures size are 8k in resolution. Two additional Raw rgb textures (clean and custom) along with decals to customize your model are included in the archive. Modeling, texturing and setup were made using Lightwave 2015. The scene and the model are compatible starting from Lightwave 11.x. Texture values may be handled differently by other software so texture settings should likely need to be corrected when used. When dealing with textures it is suggested that you don't use the provided Diffuse Map unless static rendering is specifically needed. Inside the Images folder, there is a Custom subfolder where two additional color textures (clean and custom) along with some decals can be found. The clean version is similar to the original model without any scratches or dirt. The custom version features camouflage colors without decals, scratches, and dirt, giving you the opportunity to customize your aircraft freely. LIGHTWAVE A basic setup in the Lightwave scene includes controls for animating ailerons, flaps, rudder, elevators, landing gears, propeller and other details. A simple interface named 'Controls Selection Camera' is available on the right side of the screen upon opening the scene. For better animation results, it is suggested that you activate (for each surface) the Edit Nodes in the Surface Editor where an Ambient Occlusion node linked to the Diffuse channel has been set up. BLENDER The Blender scene includes a basic setup with controls for animating ailerons, flaps, rudder, elevators, landing gears, propeller and other details. FBX The Fbx file was exported from Lightwave. Upon opening it in other software, texture settings may need to be retouched or adjusted. The Fbx file includes the object with the original Lightwave setup featuring bones linked to weight maps. OBJ Similar to the Fbx file, you may need to retouch or reassign texture maps when working with the Obj file in different software. Fortunately, there is a unique UV map that makes reassignment of textures straightforward - just load the texture maps and assign them to their respective channels (color, diffuse, specular, etc.). For any questions or issues I am available for assistance. If my models can aid you in producing excellent work it would be very gratifying to me.
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