
Obrira Goggles Realistic low poly Low-poly 3D model
cgtrader
OBRIRA RN100 - [USAGE] A low-poly triangulated 3d model is suitable for games, VR, AR, etc. A super realistic, high-res, high poly version of it is also available on my store. - [CONTENT] The file contains a packed .blend file including a 4k hdri, camera, textures and settings. Simply extract the files, open them up and hit render to get the first rendered photo. The formats include .fbx, .obj, .stl, .collada. General PBR metal-rough textures are included with [BaseColor, Normal, Metallic, Roughness and Ambient Occlusion]. Additionally, Unity 5 standard metallic textures with [Albedo Transparency, Normal, Metallic Smoothness, Emission] are also provided for Unreal Engine 4. You can request additional texture maps or formats/resolutions up to 8k. Every mesh/texture format is placed in a separate RAR file for easy use and properly named. - [GEOMETRY] This model does not use any subdivision. Triangulation is at 8588, vertices are 4480. - [TEXTURES ] The texture maps are in 1k resolution, and you can request different resolutions between 1-8k. All textures are .png formatted and can be requested in alternative formats as well. You may ask for any additional maps. - [GENERAL ] A clean and optimized topology was used to maximize polygon efficiency. Only tris were employed; no [n-gons, double faces, flipped faces, overlapping faces, inverted normals or stray vertices] exist. Preview images are raw renders without editing or post-processing using cycles renderer of blender 2.8. UV maps are mirrored (non-overlapping). The model was constructed to real-world scale. Model Dimensions: .018m x 0.018m x 0.05m. This model comprises 6 objects, with one UV map per object collected in a single group. All objects and textures have appropriate names assigned. No external renderers or plug-ins were utilized. The normal map was baked from a high poly model for enhanced detail at minimized polygon count. Realistic textures were hand-painted using Substance Painter. The object unwrapped manually to make the most efficient use of UV space. Pivot points are located at 0,0,0. Cleanup is unnecessary; models can be directly inserted into the scene and started rendering right away. - If you have any questions or need a change, please do not hesitate to contact me.
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