Copernicus suspended houses of the world 3D model

Copernicus suspended houses of the world 3D model

cgtrader

This 3D model was originally crafted with Sketchup 8 before being converted to numerous other 3D formats. Native format is .skp, while a 3dsmax scene utilizes 3ds Max 2016, rendered using Vray 3.00. Are you searching for a loft or house adorned with an urban and trendy fixture aesthetic? Consider adopting the Copernicus black metal suspension design for another era. A sleek black pendant is perfect in your living room or office to enjoy an industrial-chic chandelier style lighting experience. This product belongs to the City range, ensuring that you're up-to-date with the latest trends and giving your home a distinctive urban vibe. Soothing tones such as black, white, and gray harmonize beautifully with metal and wood. Various objects are transformed in your interior when you welcome contrasts accompanied by bursts of vibrant colors like red, yellow, and green anise. Dimensions (in cm): 41 H x 53 W x 53 D; weight: 6.30 Kg. To extract textures from the .skp file, use any of the following software, making it straightforward to follow the guidelines provided: Sketchup (complimentary): Simply export the image as your preferred 2D file format under File > Export > 2d Graphic - dropdown option. Alternatively: Go to File > Export > 3D Model and save as a COLLADA File (* .dae) file. Click on Options, ensuring that Export Texture Maps is checked. Locate the exported file, and in the directory, there should be a folder containing all textures. C4D (A trial version will suffice): Upon importing the .skp file into C4D, a folder with textures automatically appears next to the .skp file. 3ds Max: When importing the .skp file, 3ds Max stores texture files in ..3dsMaxsceneassetsimages. Alternatively, export an fbx file using embed media option selected (in the export dialog window), generating a folder of textures along with the fbx file. Rhinoceros 3D (A trial version will be enough): Import the .skp file into Rhinoceros 3D. Open material editor, Panels->Material Editor, and select any material that has a texture on it. Click on the texture name (Textures section), followed by the three dot button. The textures should now be visible in ..AppDataLocalTempembedded_files. Feel free to copy and paste the textures into any folder of your choice.

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