RED velvet sofa DANDY houses the world 3D model

RED velvet sofa DANDY houses the world 3D model

cgtrader

This 3D model was originally created using Sketchup 8 and then converted to multiple other formats for use with different applications. The native file format of this 3D model is .skp, but it can be used within various software including 3dsmax scene created in 3ds Max 2016 which is rendered with Vray 3.00. HOUSES FURNITURE WORLD features a NEW 2013 sofa design consisting of four and five red velvet seats. Dandy's sleek look combines bold lines with plush seating for an ultra-chic, luxurious feel that showcases its studded finish highlighted by distressed metal for a unique and eye-catching style. A large, statement piece of furniture perfect for creating a classic, glamorous atmosphere in any living room is this sofa which has five red velvet seats in Carmen design and one less, four fixed red velvet seats version in Dandy design. To find the textures used to create this 3D model, follow these steps: For Sketchup users (available free), exporting the image as a 2D file from within File/Export/2d Graphic drop-down menu is all that's needed. Another method is available: Go to File -> Export -> 3D Model. This option will export the file as a COLLADA file with an .dae extension, and by checking the Options button while exporting, make sure that the box for 'Export Texture Maps' is checked. Once exported, navigate to the location where it was saved. Open this folder next to your exported .skp file, there should be all the textures within. Users of C4D will also find their task quite easy as importing a .skp file into Cinema 4D automatically generates a separate folder for textures with the same name as the original file and stored alongside it in the exact same directory. In addition to these options available for other applications, users of 3ds Max have two alternative choices for extracting their textures. One choice is importing a .skp file directly into your 3ds Max software; once imported it automatically places all texture files in a directory labeled .3dsMaxsceneassetsimages located deep within the computer's program data storage. For an even quicker solution to this, export as FBX format but with the Embed Media option activated and when saving - make sure the 'embed media' box is checked; once saved your newly created .fbx file will have generated its own folder filled with textures along with itself in its current working directory. If you happen to be one of those individuals fortunate enough to have access to Rhino 3D software, just import a .skp into Rhinoceros and navigate over to the Materials tab (access it via the top left-hand side panel labeled as Materials). Select any item within your scene that displays texture or material details by right clicking and pressing the 'Edit Material'. Then within this material edit interface click on the small rectangle symbol which can be located within the upper left-hand corner where all the different available textures reside; after completing this, three horizontal dots will display near the selected text symbol. Pressing this tiny button opens up another interface containing every texture used during creation and you can find it by checking .AppDataLocalTempembedded_files folder within your documents or any location accessible to copy. Just navigate inside there where it says .. (backslash/back arrow icon) followed directly after which a name indicating temporary data should follow in brackets or on top if no folders available yet). Feel free to drag them anywhere for future reference - as all are easily located here now and have been conveniently transferred over, simply pick up whatever needed from any previously inaccessible file type by selecting one out there!

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