
bar chair SEATTLE WHITE houses of the world 3D model
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This 3D model was originally designed with Sketchup 8 before being converted to various other formats. The native file type is .skp, while a 3dsmax scene renders at version 3ds Max 2016 using Vray 3.00 HOUSES FURNITURE WORLD created in 2013. NEW Take the world by storm with the stylish transparent bar chair Seattle. Sleek and refined, this modern bar chair features chromed steel legs that elevate it to new heights. This chic seating option is perfect for open kitchens or studios featuring high tables. Designed in a similar style, check out the British-inspired bar stool. Dimensions (cm): Height 100 x Width 42 x Depth 48 Weight: 13.10 Kg http://www.maisonsdumonde.com/FR/fr/produits/fiche/chaise-de-bar-transparente-seattle-129698.htm\ntax ID 129698 price ⬠49\nFaces count: 112\nTextures can be found in the .skp file.\nExtracting textures from a .skp file is relatively straightforward.\nIf you possess one of the following software packages, it's easy to do so. Simply follow these guidelines provided:\nSketchup (Free)\nExport the image as your preferred 2D file type under File/Export/2d Graphic - dropdown option.\nAnother approach: Go to File -> Export -> 3D Model and export it as a COLLADA File (*.dae) file. Make sure that Export Texture Maps is selected in the Options section. The exported textures should be found within a folder of the same name at the export location. This will make it simple for users with experience.\nC4D (Even trial versions are enough)\nImporting the .skp file directly to C4D automatically generates a new folder containing the exported textures adjacent to the original file.\n3ds Max\nUpon importing a .skp file into 3ds Max, it stores the texture files in ..\AppDataLocalTemp\. Alternatively, export the fbx file with embed media option chosen (within the Export Dialog window), resulting in an additional folder of textures along with the exported file.\nRhinoceros 3D (Again trial versions suffice)\nFirst import the .skp file into Rhinoceros 3D and then proceed to the Material Editor. Select any material containing texture within the program and press the button that reveals its name. Once activated, the entire array of textures is visible and may be located in the embedded_files folder at the temporary path \\. Users can freely copy or paste the required textures into their preferred folder for personal use
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