Pacifier

Pacifier

3docean

A simple plastic rubber pacifier 3D model. Production-ready and fully optimized for use in a variety of gaming engines and 3D modeling software. The model comes with PBR materials, textures, and non-overlapping UV layout maps provided in the package. Quads only geometries are used to ensure smooth rendering performance. No triangles or n-gons are present, and no poles are visible. The model is easily customizable: UV-unwrapped geometries allow for new textures to be created or existing ones modified using the provided UV layout maps (as PNG with alpha). Each object, material, or texture has a unique and meaningful name. PBR textures files are included in a subfolder within the BLEND archive, along with scene files. The model was created in Blender 3D 2.79 using Cycles materials, then exported to OBJ and FBX formats. Materials and textures were made in Substance Painter and optimized for use in V-Ray, Unity, and Unreal Engine 4. Promo images include a range of renderings: 6 images rendered in Cycles (Blender 3D 2.79), 2 wireframe images, and 3 screenshots from the Blender 3D scene showing the UV layout. Formats included are FBX, OBJ, BLEND (2.79 with Cycles materials), and PNG with alpha. The model consists of 1 object (mesh) with 1 PBR material, UV-unwrapped with non-overlapping UV layout maps provided in the package. UV layout maps and image textures have a resolution of 2048x2048 pixels. PBR textures were made using Substance Painter 2. The model has a polygonal structure with quads only (no triangles or n-gons), no poles, and 12,960 vertices, 12,964 quad faces (25,928 tris). Real-world dimensions are provided, with scene scale units set to centimeters in Blender 3D. The object is uniformly scaled in Blender 3D. A PBR multi-engine textures pack is included, containing textures for various rendering engines and game engines: Cycles for Blender 3D, V-Ray for 3D Studio MAX, Unity 5 Standard Metallic, Unreal Engine 4, generic PBR Spec Gloss workflow, and generic PBR Metal Rough workflow.

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