Katana 3 Low-poly  3D model

Katana 3 Low-poly 3D model

cgtrader

Textures png 2048x2048 PBR Maps: Base Color Map, used to control the overall color of a material, set the color values directly in this map. Normal Map (OpenGL), maps detail into high-frequency information and is primarily intended for surface reflections. Detail is lost when viewed from a normal vector other than perpendicular to the model surface. It has some issues with tangential vectors since they cause "dot product" to vanish, causing all vectors within it's area appear black. As you get closer it gets more detailed, creating noise, in which the texture becomes pixelated, resulting in ugly surfaces, especially when viewed at 0 degree. They are also limited by what kind of data a given mapping hardware or shader is able to handle. Ambient Occlusion (AO) map adds depth perception without any reflections. As well as normal maps this can create unrealistic effects. Detail in AO can help avoid the black void that can form in places like cavities where two faces nearly touching but still aren't actually colliding with one another due primarily lack proper illumination from all angles on model, which causes everything else near these areas to have incorrect amount brightness - they'll often get lost against surroundings! Glossiness or Gloss Map controls how glossy or matte an object's surface is when seen at high contrast and medium brightnesses relative light intensity in comparison background color, used within various shaders that allow real-time dynamic simulation using pre-made physics simulations without expensive computations for all possible illumination paths resulting into very accurate visuals. Roughness Maps define texture of objects through irregularities in the form small pits, tiny cracks - also called micro-pitting - to add visual depth but make them easier recognizable than when compared other map types especially if they appear together like ambient occlusion which does make everything much harder work getting rid unwanted artifacts due improper combination use different techniques available today! Metalness or Metallic Map describes material's properties giving metal characteristics and its shiny finish while smoothness tells whether something should behave metallic - which determines appearance entirely including reflective behavior so these maps complement each other very well especially when used in unity game engine where there is one option to set entire texture instead individual map components thus requiring even better results overall due complexity nature combined into single solution offering great visual appeal and real physics simulation possibilities within games industry today Specular Map represents high-frequency detail information such as small scratches or rough textures creating illusion normal lighting behaves differently on object surface making it harder read from distance compared other parts surrounding environment mainly useful adding lots depth visually engaging way enhance scene realism through photorealism but again does not account everything going into rendering so needs balanced properly alongside existing data types otherwise creates unnecessary computational overhead leading decrease overall performance especially noticeable real-time scenarios Albedo Transparancy is used for controlling surface color and it works like standard textures with the addition of transparacy where albedo value dictates transparency Metallic Smoothness, normal map - same as in the engine just a lot less descriptive - also metal, smooth map or simply spec - are set here. Occlusion, Roughness Metal map does all the heavy lifting for creating and simulating accurate reflection of realistic metal properties without the use of other textures because of complexity

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