
Casino Tokens Stacks 3D model
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This 3D model package includes five objects, each with its own non-overlapping UV layout map, material, and PBR textures. It's a quads-based model with some tris faces and poles for flat surfaces or beveling. Designed for use in game engines, real-time apps, VR (Virtual Reality), or AR (Augmented Reality) applications, this model is easily customizable due to its UV unwrapped geometries. The provided textures have unique and meaningful names, with PBR texture files included in a subfolder in the BLEND and MAX (VRAY) archives, along with scene files. Rendered images are available, with one created using Cycles for Blender 3D 2.7x and another using V-Ray 3.60 for 3DS MAX 2013. There are additional wireframe images, screenshots showcasing the UV layout, and a screenshot displaying rendering in 3D Studio MAX 2013 + V-Ray 3.60. The formats included are 3DS, FBX, OBJ, with scenes available in 3D Studio MAX 2013 (V-Ray 3.60 materials) and BLEND (Cycles materials). Each object has PBR materials, UV unwrapped non-overlapping UV layout maps, and UV-mapped textures. The provided textures are 2048x2048 resolution, made with Substance Painter 2. Textures are stripped in the 3DS MAX scene. The model is polygonal, consisting of quads and tris only (no ngons), with 17940 vertices and 19006 quad faces (equivalent to 35776 tris). Real-world dimensions are provided, and the scale units are meters in Blender 3D and centimeters in MAX. The model is uniformly scaled, with the scale applied in Blender 3D and set at 100% in 3DS MAX. A PBR Multi-Engine Textures Pack is included, offering textures compatible with various rendering engines and game engines, making it easy to edit the textures or simply drag and drop the fbx/obj file along with the desired texture set into your 3D modeling software or game engine for a production-ready asset. Note: The main renderings were made using V-Ray 3.60 and Blender 3D + Cycles, but an HDR Environment Texture Image used in these renderings is not provided in the package.
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