Big Tree Stumps Low-poly 3D model
cgtrader
I conducted modeling with Blender, utilizing its capabilities to the fullest. In parallel, I developed textures with Substance Painter, leveraging its latest version's features to perfection. The model in question has been uploaded as both high and low poly variations. You'll find the High Poly Model conveniently saved in a .blend file. Delivering high-fidelity visual details is at the core of this endeavor: 4K UV MAPs have been carefully crafted, each one boasting an impressive 4096x4096 resolution. Textures are equally as detailed, maintaining a consistent high-resolution format throughout. For your convenience, all maps are compressed into a single rar file. To ensure seamless integration with various gaming engines, I've ensured that the High Poly Mesh is natively stored within the Blend File itself. The following parameters are crucial to this model's specifications: * Game Readiness * Low-Poly Compatibility * Integration with Unity 5 * PBR Mapping Support Additionally, all objects have been equipped with fully unwrapped UVs for effortless manipulation. Some key statistics and features of this asset include: Model Name: Tree Stumps Poly Count: 5,302 Vertex Count: 5,832 The available file formats include: OBJ, MTL, FBX, ABC, BLEND, STL, DAE To cater to a variety of rendering needs, the following texture maps have been generated: Diffuse Map (4096x4096), Glossiness Map (4096x4096), Height Map (4096x4096), Normal Map (4096x4096), Specular Map (4096x4096) These textures adhere to industry-standard Unity 5 formats. Each one has been specifically designed for a 'Standart Metallic' appearance, ensuring uniform compatibility with popular rendering tools. Unity 5 texture maps are supplemented by Unreal Engine 4 PBR mapping capabilities: Base Color Map (4096x4096), Normal Map (4096x4096), Occlusion Roughness Metallic (4096x4096) This comprehensive suite of features allows seamless adaptation to both Unity and Unreal Engines, empowering creators with limitless visual potential.
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