Plastic tube container with paper box 01 3D model
cgtrader
Geometry: Units: Metric system Polygons: A staggering thirty-eight thousand, three hundred thirty polygons are at work here Triangles: An astonishing zero triangles hold this entire model together Quads: That's right, all eighteen thousand, three hundred and thirty of them are quadrilaterals! Ngons: It's not even a contest - n-gons aren't even in the picture, totaling an impressive zero. Vertex with more than 5 edges: It's rare for a model to have vertices connected by just one edge each Object: Dimension cm: The measurements in centimeters say it all: 11.7cm by 5.6cm by 14.9cm. Dimension inches: Converting those to imperial units is straightforward, yielding 4.59x2.21 x 5.88 inches Model parts: Not exactly tiny, the model breaks down into a manageable four parts. Material count: And to put it in perspective, that means there are only two materials to worry about here XForm: The scale and position of these objects all follow this one crucial property called XForm BoxTrick: As expected given all that information about how the objects fit together in three-dimensional space Textures: OBJ and FBX - PBR textures 4k .png / This format works so well because we're combining color with special properties of the texture's material. Base Color We define base colors that really tell you everything about its actual look - no surprises there! Glow / Metallic / Opacity / To capture how it behaves in different lighting scenarios we consider additional factors like these. Normal (OpenGL) Here are how light reflections appear at a point in this texture. Roughnes What you'd see isn't even close; there is way more going on - check that roughness. 3ds Max - PBR textures 4k .png / If working with direct x here, let's consider everything that we could possibly measure. Diffuse What a surface scatters light and other physical phenomenon like diffuse does. Glossiness In many materials especially smooth ones will exhibit glossy or very high specular effects. Specular As light reflects off different surfaces some shine while others dull down due mainly specularity of each material! Normal (DirectX) And what about its reflection properties normal, in this case?
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