Log Round Big Low-poly  3D model

Log Round Big Low-poly 3D model

cgtrader

All final render previews were previewed within Blender 2.8, employing the Cycles renderer in conjunction with a physically-based Principled BSDF shader setup. Each individual scene preview was rendered utilizing an optimized, custom 16384x8192 high-definition raster image lighting map (specifically designed to facilitate high-quality preview illumination).\n\nCustom textures were carefully created to cater seamlessly to various PBR rendering solutions (Metalness and Specular workflows specifically). These precise textures enable models to appear accurately detailed within each generated scene environment.\n\nAll 3D model components utilized subdivision level settings at number four for optimal overall geometric fidelity. Within beauty rendering operations, we leveraged standard albedo, roughness, and displacement map types for consistent output quality results across the entire asset range.\n\nAsset Specifications: Geometric Models: - The primary assets delivered were optimized low-poly mesh representations designed to accurately convey the level of detail visible in real-world displacements while ensuring smooth, responsive model interactions. For models requiring higher levels of intricacy within renders, users are free to apply the provided geometry at a sculpt level up to six for maximum surface feature exposure. This adaptable approach ensures models meet each unique artistic requirement without impacting overall game performance expectations. Geometric Attributes: The original origin coordinate system was utilized for model positioning. Standard unit measures are used across real-world models, expressed in centimeters for straightforward adaptation and scaling purposes within various rendering applications.\n - Strictly polyhedral quadrilateral elements only, devoid of excessive geometry complexity. A hard geometric edge restriction is imposed, disallowing the existence of more than five interconnected edges on any single model surface facet to maintain a clear and responsive model interaction profile. Geometric Optimization: - Specific details were maintained at all model displacement stages, reaching up to 1.0 centimeters distance within models when needed.\n UV Coordinate Data: - Each component has its linearly mapped coordinates locked in place without any interpolation effects across different surface points on a specific model component.\n Material Textures:\n Custom-made images were utilized as realistic photorealistic materials (each possessing the high resolution of 8192 x 8192 pixels per individual channel in the EXR image type).\nMaterial Data is based on direct, physically observed data derived from the target material source itself.\n Individual surface texture requirements are fully met through carefully selected coordinate data sets designed to ensure ideal spatial layout compatibility while also accommodating standard intuitive texturing adjustments across each separate model part component. Textures used within scene context: Albedo, roughness, vector displacement maps in a scene setup Specular and glossiness data, in case subdivision was done with higher geometry count and other advanced setups

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