Fantasy Wooden Barrel Low-poly  3D model

Fantasy Wooden Barrel Low-poly 3D model

cgtrader

Human: Fantasy PBR Wooden Barrels with 4 stages of LODs\n\nBarrel_A\n\nWith an astonishing 3910 tris at stage one, we step down to 2094 tris at stage two, followed by 1382 tris and finally settle on a manageable 700 tris for the fourth and final stage.\n\nBarrel_B\n\nTaking a drastic plunge from its peak of 2680 tris at level one, Barrel_B dramatically drops to 1664 tris, before making another notable drop to 1096 tris at level two, finally arriving at a reasonable 526 tris for the last and lowest LOD.\n\nBarrel_C\n\nRising from its lowest point of 3400 tris on level one, Barrel_C falls steadily to 2036 tris before touching base with 1444 tris in level two. The barrel smoothly comes down to 694 tris at the final stage, demonstrating fine mastery of progressive detail.\n\nInside the fantasy collection are bundles of meticulously crafted textures designed for the ultimate experience on Unreal Engine 4, using the UE4's own custom channel-packed textures with their proprietary shaders and Unity URP or HDRP along with corresponding materials set up within Unity HDRP, all this packaged carefully and ready for integration into your desired pipeline.\nYou have access to an integrated pack with custom settings and materials suitable for multiple engines, which can provide all your visual assets with ease and seamless adaptation into different pipelines.\nThe unity packages included (HDRP and URP) as well as UE4 files contain full custom textures, lightmaps and all the materials tailored according to pipeline compatibility, so your production doesn't get delayed or is hindered by complicated integration steps, thus delivering more than expected results while cutting development costs due to easier integration with compatible pipeline software.\nEach bundle was created to serve one distinct goal - easy customization and a wide flexibility with all PBR standards implemented from day one into its materials allowing it blend flawlessly regardless if working on your own, UE4 HDRP material setup for Unreal Engine 4 as well.\nA detailed listing of all compatible standards per format is listed below in this detailed guide\nInside these formats there is Standard Material. Standard Materials were added within both UE4 (standard material folder and packed files inside, included alongside custom packed files)\nAs each standard varies on supported channels let’s take a glance over key standards per material implementation - Unity HDRP/URP HDRP Base Color, Mask Map, Normal \n Universal RP\n BaseColor Albedo (Red+Blue) Metalness Roughness Alpha(Opacity)\n Metallic-Smoothness(Normal),Ambient Occlusion. ( Normal for URP ) \n Packed and URP/HDRP folder textures will automatically include Channel-Packed Custom material within shadergraph set up with compatibility on either side Albedo-Gloss - Standard for Unity.\n RGB(A) R(G)-B= Normal(N)(Z). (Red, Blue, Y Axis) Metallic Smoothness Albed- Normal R(G,A)\nPbr shading on this unity material utilizes both metallic/ roughness, ambient occulusion in channel\nPacked channel included here and available via unity materials with direct x and pbr enabled standard settings, URP will use a Standard Base Albedo (Green and Blue) \nUE4 Engine UE4's Material folder, which uses standard shader settings\nAlbedocColor Occl-RmetMl NormalDirect N(A).\nThe following images shows each image for direct texture used within your specific engine setting - (1)\nEach set is provided within separate bundles ensuring each compatibility issue that you could face are solved from now and the next by keeping it standard with what each pipeline requires.\nPacked Standard for URP contains, MaskMap Albedo Normal Occlusio Ambient metallic.\nThe package contained has the option of switching either or setting up multiple materials at your preferred stage allowing easy adaptability and versatility, which makes any transition as easy to set in different standards using only PBR.\nAlbed (Direct) Rough -Amb- Meta-Nr AlbeoG L Normal Oc (Green) and standard HDRP will include metallic occ. Ambient Metal and Roughness. This material includes both for you making things smooth with this setting giving us even better options than ever\nThe Unity HDRP packages and URP include HDR and normal mapping using their built-in standard compatible shadergraph material as described earlier with textures inside and all setup files from a direct texture source available, ready and included to help save time with integration - \nPbr shaders used here is metallic roughness combined Ambient occulusion within the URP engine, while standard Packed Channel Unity contains Standard for OpenGL settings using Basecolor - RGB\nThe HDRP and UE4 Packed file have the ability to choose how we prefer textures either to Albedo Rough or alternatively choosing from other options included such as metal, metallic and normals (Normal in both DirectX PBR URP standard with basecolor set within normal occlusion.)\nMaterial will vary upon selection based on material selected within URP which you might like it in some scenes rather having one for multiple.\nAll assets inside your project should look consistent, without taking an enormous amount of extra work or additional adjustments required, this means every texture in every engine looks seamless and easy to adapt because its set by pipeline. The entire Unity bundle was carefully put together according to standard pipelines for different textures which have all possible formats and options, meaning less stress with the setup. In any material selected we'll find everything inside it has been implemented using a combination of standards giving users versatility across a broad range\nWhen selecting from your options make sure to note that they each require separate setups due to differing shader paths as an overview on standard implementations below. \nAll bundles include, a lightmap to allow a correct representation within their given pipeline which would not otherwise have it properly lit,\nalongside everything described here.\nThe last piece you get is material texture - The texture has an image description but more of detailed work goes behind creating materials for specific standard so in details you have \nIn HDRP for URP: A mask, Mask map and ambient, which each represent base, smoothness with Normal, while UE4 requires AlbedoColor occl-metal-mr-n. With each engine set-up this way, your visual assets won’t struggle anymore when moving between different setups or using certain effects due to Pbr compatibility which simplifies a complex situation like we find it working through all engines\nWithin every asset inside our library collection is always up to date material in line with current Unity engine versions which keeps them optimized to latest shadergraph changes within each given format’s own specific compatibility setting ensuring best of everything when utilizing any of them - as we've also been using both DirectX, OpenGL & standard shader variations as mentioned throughout different types within bundles - for maximum versatility across any chosen standards used on your asset pipeline. The key factor behind how seamlessly these all combine under a PBR workflow are Pbr Materials set-up so each texture, lighting conditions have it that even without much expertise when integrating assets and textures using given setup for one engine we could always easily shift over our settings within the Unity material manager while adjusting as per desired compatibility needed in URP.\nFor detailed material and texture standard setups see next chapter or use quick overview link available at library download - The images inside bundle, HDRP URP are of high detail that would help ease process on asset management since most PBR materials require high-poly assets which might delay rendering but due to these we’re saved a lot.\nThe Unity standard for both includes PBR Standard Base Albedo RGB, Occl Mrt MR with Meta-Rn Normal Metal, R Rough (Green), this combines our already talked about settings into material implementation so as the standard. In DirectX setting Pbr texture uses normal - meta metallic combined base oc in albedo which also works seamlessly together with Unity material standards as per mentioned in details - for you\nWithin each library file there will be one setup included according to the current pipeline engine settings at your service ready upon selecting - you’ll also get this image here - Albed Rough Ambio - Normal.\nAs previously explained before it’s very easy moving any setup to a different setting within material editor inside Unity just simply right-click your asset within inspector to adjust. All formats supported by URP as described are in unity’s HDR and packed format which can provide upgradable flexibility for use at anytime later, while still maintaining overall smoothness - making all other compatible assets adapt automatically too with correct usage guidelines and this way, when adjusting your assets into specific engines without manually altering textures from standard or direct setting into an entirely new one since URP/URP also maintains backwards compatability for ease to change.\nYou should consider taking advantage of custom options included in Unity packages, as described by HDR format settings used. It makes them suitable for use with a number of the PBR based engine such as HDR for high-definition render, directx shader models like Albed-Oc-Nrm. You’ll notice the materials also maintain backwards compatibility allowing integration without problems due to compatibility standards already available inside them\nSince the above information shows how we got all that information so please check the images and files to learn about standard in unity HDR, which have both the mask map albedo for different Pbr channels in normal or with a combined setup including everything on what’s been talked throughout as one engine supports all types - This image will illustrate exactly like what mentioned earlier: the combination that was explained is actually included as an example.\nIf at some point later we choose a certain standard it has direct texture used here for Albed, rough ( Green- Blue - normal) - Ambient occl meta-metal normals which would otherwise require setting to match. Using standard this can simply be applied into URP, PBR Standard or URP material since this method also keeps asset quality constant between two pipelines of the different settings - with an easier migration option, while maintaining compatibility across versions with less headache involved so there's a lot of work put here already so now take time out to download files inside package description to really see the detail in them for each and standard implementation used.

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