Jewel book 3D model
cgtrader
It seems like you're providing a list of files with their corresponding paths, likely from an ebook design project or game assets. To effectively utilize these textures and templates in your application or project, we'll outline steps for importing them: ### Step 1: Unzip Files - Start by unzipping both `Jewel book.zip` and `Jewel book_Templates.zip`. - Place the extracted folders within an easily accessible location, like your game's assets directory. ### Step 2: Organize Paths in Code - Update any paths hardcoded in your application to reflect the new locations. - For more efficient path management, consider storing them as relative or absolute paths within your project settings, accessible through your coding language. ### Step 3: Load Texture and Template Files #### Using a Graphics Framework (For Example, Unity) - For Unity: - **Importing**: Drag and drop the entire `Jewel book` folder into Unity’s assets window. Similarly, import the templates from `Jewel book_Templates`. - **Loading in Script**: ```csharp using UnityEngine; using System.Collections.Generic; public class LoadAssets : MonoBehaviour { // Assume the path to a specific image file within your asset bundle (or folder) and use 'path/to/Jewel_Book_gold01_N.jpg' string filePath = "Jewel book/Nabi/Jewel Book/jewel_book_leather02_n.jpg"; void Start() { Sprite jewel = LoadImageSprite(filePath); } Sprite LoadImageSprite(string path) { Texture2D tex = LoadTexture(path); if(tex == null) { Debug.LogError("Unable to load texture: " + path); return null; } Sprite s = Sprite.Create( (tex), new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f) // anchor top-left ); return s; } Texture LoadTexture(string path) { TextImporter ti = new TextImporter(); ti.AddPlatformSpecificData(TextImporter.TextType.Textures, (byte[])System.IO.File.ReadAllBytes(path)); SpriteRenderer sr = gameObject.GetComponent<SpriteRenderer>(); return sr.material.mainTexture as Texture2D; // This method uses Material in a Unity context and it seems not efficient for just loading a simple image } } ``` #### Using SFML (For a more C++ style with the game dev library) ```cpp #include <SFML/Graphics.hpp> int main() { sf::Texture texture; if (!texture.loadFromFile("path/to/your/image.jpg")) { std::cerr << "Unable to load image!\n"; } sf::Sprite sprite(texture); // ... } ``` These examples are for Unity and SFML but most game engines or even simple apps that use image manipulation libraries would require you to manually load images. This step is a critical part of many programs. ### Step 4: Access the Files - After correctly loading them, you can access any specific texture with `asset.Find(assetPathToTexture)` within your scripting language, or in this case we directly read it because that’s what these libraries provide. Make sure to handle file path variability according to the OS and ensure accessibility. Always consider asset paths' integrity, which depends on their handling (absolute vs relative) within the application. This might also depend on how they are packaged into an .exe or other distributable binaries. Please adapt the scripts and language of interest since the steps outlined cover general game engine approaches rather than directly writing code for every specific scenario. Always validate if any texture, model, animation etc loads properly by printing logs from the respective libraries’ loading methods
With this file you will be able to print Jewel book 3D model with your 3D printer. Click on the button and save the file on your computer to work, edit or customize your design. You can also find more 3D designs for printers on Jewel book 3D model.