Dodge Viper in obj and fbx formats 3D model

Dodge Viper in obj and fbx formats 3D model

cgtrader

The Viper took shape as a futuristic take on classic American muscle cars, one that drew heavily from cutting-edge design trends of the time. Some pointed fingers at the AC Cobra, claiming it as an inspiration, but most saw such claims for what they were - thinly veiled marketing ploys aimed at drawing in buyers. Few could deny, however, that Carroll Shelby's early input played a significant role in shaping the Viper's overall design. Developed in Chrysler's Advanced Design Studios towards the end of 1988, it wasn't long before CEO Bob Lutz started making waves about possibly bringing out a modern-day Cobra. This led Tom Gale at Chrysler Design to get behind the project with full force, and a few months down the line, Lutz was presented with a clay model that showcased the new vehicle's potential. By the time 1989 rolled around, this sleek concept had landed on the floor of the North American International Auto Show. Its original name? Copperhead, in nod to its sleek and menacing profile, characteristic of certain reptiles. Not long after, however, this moniker would give way to a more aggressive title: Viper. Enthusiasm at this new arrival was nothing short of overwhelming, leading Roy Sjeoberg, the chief engineer behind the project, to get greenlit for full-scale production. Product Details: This fully-realized model sports three-sided polygons, offering crisp lines and angles devoid of any polygon soup. Low-poly with a mere 63,788 polygons under its belt, this baby is ready to be tossed into even the most resource-intensive gaming engine or other applications requiring obj or fbx file support. Your program's got this: a comprehensive group info listing for separate parts awaits, covering both sides of doors, trunk, tires and wheelbase, leaving only your choice of steering wheel angle open. You're good to go, minus that one nagging omission - removable spare tire isn't on the menu, however you may be surprised by the presence of mtl files waiting to color in your ride according to your whim. It's low-brown basics we've got there so far. Text Details: This rendering takes place against a standard model built on triangles for optimal gaming or visual rendering compatibility across all systems. The three-side approach used to model it means smoother lines, with a very moderate 63 thousand some-odd poly count in order to optimize frame rate on resource-starved systems as well. Included Group and Texture Details: You're handed door components both left and right side - those wheels up top also came in matching pair format. Even better? Each of those will remain separate units at rendering time when grouped under the main model entity title of car body itself - or just call them truck or what have you; choice yours. There is spare (non-removable one included); though all else here works off MTL files. These colorize any area as chosen: shiny red on front plate for example. This game-ready car runs smoothly due partly because everything rests upon three-side polygons model created so all other parts look perfect.

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