Norra Tornen Low-poly  3D model

Norra Tornen Low-poly 3D model

cgtrader

Updated on May 14th, 2018, this model of Norra Tornen Stockholm by OMA features Unreal Engine optimized assets with enhanced interior details and bug fixes for all file formats. Look for files with the _v2 suffix. If needed, old deprecated files are available too. The low-poly model comprises quads and a few triangles only, making it suitable for high-end visualizations, games, or real-time engines like Unreal Engine 4, which comes with .uassets provided. There are two towers, each comprising seven objects organized in the same layer structure, allowing you to reduce polycount by removing non-essential objects. Interiors are basic and not enterable. Tower Helix has 15,112 polygons and 25,466 vertices, while Tower Innovationen boasts 18,351 polygons and 30,957 vertices. Both towers come with 10 meshes each, with hidden triangulation set up for all. The real-world scale model uses meters as units; the Helix tower's bounding box measures 42.4m x 21.7m x 106.1m, while Innovationen is larger at 44.2m x 26.5m x 123.1m. The full scene is set up for physically correct rendering in linear space, with no further post-production applied to the renders displayed here. Unwrapped UVs are provided for all objects, with overlapping UVS in channel 1 and non-overlapping UVS in channel 2 for lightmap baking. Textures come in PNG format at 1K or 2K resolution, and Vray materials for all objects include diffuse, glossiness, base reflection, and normal maps. The native 3ds Max 2016 file format includes Vray 3.30 for previews, while 2012 and 2010 formats with Vray 2.00 materials are also provided. Unreal Engine .uassets include collision setup for the base mesh (Out_Walls), with static lighting calculated for a test level in the Unreal Editor. No plugins were used, but the included HDR image for lighting isn't provided; instead, an ordinary dome light is configured in 3DS Max formats. To use in Unreal Engine 4 projects, download the corresponding package and place the unzipped NTHEL or/and NTINN directories inside your project's Content folder. If using both towers in a single project, manually assign materials from one tower to both for consistency.

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