LAMP VASSILI houses the world 3D model

LAMP VASSILI houses the world 3D model

cgtrader

This 3D model was originally designed using Sketchup 8 and subsequently converted into multiple other 3D formats. Native format is .skp, while the 3ds Max scene uses 3ds Max 2016 version, rendered with Vray 3.00 CATALOGUE 2014 The lamp itself stands at 186 cm tall and rests upon a wooden base, surrounded by a metal structure that also supports its lampshade. This light features articulated arms, which can be easily adjusted to suit any desired arrangement. Characterized by round shades and rich hues of wood, this design emits a familiar and friendly ambiance, perfect for complementing various interior settings. If you're looking for a bedside alternative, we highly recommend exploring our available lamp options. Dimensions: 186 cm tall, 70 cm wide, 32 cm deep, with a weight of just 0.10 Kg. Reference Number: 138343, Price: €189.90 Detailed texture maps are stored within the original .skp file. Want to extract textures from your .skp file? No problem! If you possess one of these software programs, extracting textures is an effortless task: * Sketchup (available at no cost) Simply export the image as a 2D graphic by navigating to File/Export/2d Graphic - and select your desired format. * Alternatively: Head over to File -> Export -> 3D Model, and save it as a COLLADA File (*.dae). Make sure you tick Export Texture Maps in the Options dialog. Next, browse to the exported file's location; there should be a folder with the same name as the exported file, containing all the necessary textures. * C4D (even the trial version will do) Upon importing .skp files into C4D, a convenient folder housing the required textures is automatically generated right alongside your original file. In case you have 3ds Max: After successfully importing the .skp model into 3ds Max, you'll find texture files conveniently stored in ..\3dsMax\scene\assets\images. You can also use the 'Export as FBX' function, and in the export dialog, make sure to tick 'Embed Media.' This action will create a new folder housing the necessary textures together with your FBX file. * Rhinoceros 3D (also compatible with trial versions) Once you import the .skp model into Rhinoceros 3D: Launch Material Editor by navigating to Panels->Material Editor. Select any material that features textures and click on the name displayed in the Textures section. Now, use the three-dot button located alongside; you should be able to locate all of your texture maps within the ..AppDataLocalTemp/embedded_files directory. Don't hesitate to copy and paste them to any folder for added convenience.

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