
Snowflake Optimized Low-poly 3D model
cgtrader
This model is ideal for closeups in particle systems, game engines, simulations, animations, and illustrations requiring low polycount and hardware resource conservation. The geometry features a non-self-intersecting, optimized surface for transparent materials, ensuring no extraneous details appear within the object during rendering with any transparent material. The model boasts a high-quality low-poly design, with a clear and accurate topology primarily consisting of quads. Its polycount is impressively maintained at 4608 polygons or 8084 triangles, with these figures representing the full count of the entire model in two different units. The model's diameter measures 35cm. All files contain a single model without additional objects, ready for importing. A lighting scene is also included in an additional file. The package offers two Low-Poly model variants, one with smooth shading and the other with hard shading. Renders are provided without postprocessing. The model's key feature is its low polycount, enabling efficient performance across various applications. UV mapping showcases dense placement of clusters, all manually unwrapped and at the same scale. Clusters are organized into six equal groups corresponding to each side of the snowflake. Easy modifications or detachment are possible due to selectable sets of polygon sub-levels representing main details groups. This feature is supported only in .max files. The model features selection sets for the main modular element (one snowflake side) and end caps, both selectable by Material IDs 2, 3, 4, or available exclusively in .max files. The V-Ray material configuration is included in two .max files with hard and smoothed shading variants. An additional pair of .max files provide these options with V-Ray Material and lighting scene. Standalone materials with textures are also offered in two .max file variants. Corresponding .obj, .fbx formats contain the hard and smoothed shading options with standard materials and textures. The author is a professional 3D artist since 2003, experienced in various domains of 3D and 2D graphics. They have worked in game development and visualization studios, providing optimized models and textures for real-time engines and high-detailed scenes for static rendering or pre-rendered environments. The author guarantees top-quality models with efficient and clean topology, free from unnecessary polygons.
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