Hand Grenade Low-poly  3D model

Hand Grenade Low-poly 3D model

cgtrader

Game Ready. Modelled in LightWave. Fully Editable and Angled for Control. High Density Grid Available for Selection. Advanced Materials Included. Testing Results: FPrime,VPR,Default Render,Kray: All Checked Out. Geometric Details Modeled with Precision. Reality Scale Applied. Point Connections Securely Established. Quality Efficiency Check Passed. Measurement Units: Centimeters. Named Surfaces for Seamless Editing. Real Quad Boolean in Use. Cautious Attention to Detail Implemented. No Extra Plugins Required. Detailed Texture Patterns Incorporated. Elements Completed to Satisfaction. Multi-Program Compatible Design. Surface Mixing Enabled on Nodes. Element Selection Names Provided for Ease. Parts Naming Structure: *Hand Grenade Spoon *Hand Grenade Bottom Green Part *Hand Grenade Metalic Elements Texture Resolution: 4096x4096 (4K). UV Unwrap Technique Utilized. Textures Available for LightWave: *Hand Grenade Diffuse (4K) *Hand Grenade Glossiness (4K) *Hand Grenade Metallic (4K) *Hand Grenade Normal (4K) *Hand Grenade Reflection (4K) *Hand Grenade Roughness (4K) *Hand Grenade Specular (4K) Textures Available for Unreal Engine: *Hand Grenade Diffuse (4K) *Hand Grenade Glossiness (4K) *Hand Grenade Metallic (4K) *Hand Grenade Normal (4K) *Hand Grenade Reflection (4K) *Hand Grenade Roughness (4K) *Hand Grenade Specular (4K) Stored in Hand Grenade2015_lwo Folder: LightWave Prepared: *All surface prepped for LightWave,VPR,FPrime,Kray. *Lights and Environment settings established. Octane Ready: *All Surface prepped for Octane *Lights set up for Octane Environment+Textures ready Camera Settings configured for Octane Thin Lens applied Perspective Correction engaged Distortion applied AutoFocus enabled Exposure and Gamma adjustments made Response Settings tailored Vignetting implemented Hot Pixel Visibility managed Dithering integrated White Saturation optimized Path Tracing activated for Octane Post Process settings refined Bloom effect achieved Glare implemented Color Gradient established Exposure and Gamma Mix tuned Spectral settings optimized Unreal Engine Ready: Copy file 'Hand Grenades_uproject' to designated directory Go to File-Open Level, select Hand Grenades_uproject Settings for Unreal Engine: BP Sky Sphere configured Camera Settings adjusted: Projection Mode selected Post Process enabled White Balance set Color Grading implemented Film settings optimized Bloom effect achieved Light Shaft enabled Ambient illumination established Global Illumination calculated Auto Exposure managed Lens Flare implemented Sky Light Settings refined: Directional Light adjusted: Temperature tuned Atmosphere Sun Light configured Light Shafts implemented Bloom effect refined Lightmass illumination computed Named Surface Preparations for Unreal Engine: Reflections, Metallic, Specular, Roughness, Normal Map applied Format Options Available: LWO+LWS for LightWave,FPrime,Kray,Octane,VPR Environment Settings+Camera Settings+Lights Settings+Surface Settings+Postprocess Settings OBJ+MTL+Textures tested on 3ds Max: Correctly Imported All Surface name,Textures,Polygons without errors. DXF+Textures DAE+Textures FBX+Camera Setting+Light Setting+Environment Setting Ready To Import to Other Programs Like Unreal or CryEngine Unreal Engine_UProject+Textures+Environment Setting+Camera Setting+Light setting+Sky Setting Best Regards, Adrian

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