
Discus Vine 3 Lighting Fixture 3D model
cgtrader
I'd like to introduce the Discus Vine 3 light fixture from Matter Made by Jamie Gray. Dimensions: The light fixture measures 25 x 114 x 198 cm (10" x 45" x 78"). It is composed of seven polygonal objects grouped together in one master object. Each individual object has been modelled using subdivision techniques and the turbosmooth modifier is applied across all components. This object consists entirely of quads, with not a single N-gon to be found; nearly all its polygons are quadrilaterals. In terms of rendering compatibility, the fixture has been set up to work seamlessly with three different renderers: Corona, Vray, and Scanline. However, it's worth noting that Scanline renders only the most basic materials at present, resulting in output that doesn't match the preview images provided. The 3ds Max files supplied include simplified material setups and might require significant editing upon import into other programs; conversely, the OBJ file has even more stripped-down material settings or no texture application whatsoever. As far as textures are concerned, the fixture boasts two high-resolution maps - each boasting a pixel density of 2048 x 2048 pixels in lossless PNG format. Both maps have been compiled into one archive and supplied separately from the rest of the model file package. Scene-wise, everything has been configured with real-world scale dimensions, complete with units set to centimeters. Every individual object within this setup boasts its very own distinct name and unique identifier. Scene geometry includes several important optimizations, starting with object resetting so as not be placed anywhere but at the 0,0 point origin of their containing world space environments. Textures' location paths are also specified relative to each specific context's source path rather than fixed absolute locations within directories like you'd have otherwise done in a typical scenario using more or less random, static naming convention that leaves little chance for even a remotely viable way toward recompiling things easily at later times should some drastic adjustments need occur downstream when other assets become intertwined here somewhere down the production road too...
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