Retro Flashlight Vintage Game Ready PBR Textures Low-poly 3D model
cgtrader
Real-Time,Game Ready,Retro Flashlight.Logo is entirely fictional,no special license is needed to utilize in your project.Display images were expertly rendered in Marmoset Toolbag 3.Normal maps were carefully baked from a high-poly model in Substance Painter.The Normal Maps are baked with the MikkT tangent space setting.Includes the following 3D file types:Max 2014 file\nMaya 2015 file\n.FBX 2014 (with Quad Geometry)\n.OBJ 2014\nMarmoset 3 File - (the images you see in the thumbnails are utilizing this file)The textures are conveniently located in the .zip file. You will also discover all the program files located in the .zip folder.We recommend downloading the .zip and opening up your desired 3D format from there, the texture paths should automatically hook up that way.Includes the following PBR texture types (BOTH Metalness and Specular workflows, perfect for Unity, Cryengine and UE4):4096x4096: Ambient_Occlusion\n4096x4096: Normal Map4096x4096: Diffuse\n4096x4096: Gloss\n4096x4096: Specular4096x4096: Base Color\n4096x4096: Roughness\n4096x4096: Metalness4096x4096: Emissive\n4096x4096: Opacity4096x4096: UVSource texture maps from the hi-poly bake are also included so you can re-texture if desired.4096x4096: Ambient_Occlusion\n4096x4096: Curvature\n4096x4096: MeshNormals\n4096x4096: Position\n4096x4096: Thickness\n4096x4096: World_Space_NormalNote about textures.The Normal maps are -y, this is perfectly fine for directX.If they look flipped, simply highlight the green channel in Photoshop and press ctrl+i.If the roughness and metalness appear too shiny in say, UE4, you'll have to ensure they're set to linear.Just double-click the texture and uncheck the sRGB box.\nYou can also fix this by combining maps in an image editor like Photoshop.UV's are mostly flat with a few pieces overlapping where necessary.Units are Metric.Game Ready!Please click on my username for more game-ready models!
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