Statue of a cheerful old man Low-poly 3D model

Statue of a cheerful old man Low-poly 3D model

cgtrader

The life-sized statue of a jovial man is crafted from reinforced concrete and situated at one of the dtsky sites. The composition features an original 3D model scan with intricate textures that give it a unique appearance. Additionally, a low-poly model with a Level of Detail (LOD) group and corresponding textures is included in the package. To ensure compatibility across various platforms, a set of high-resolution textures designed for PBR rendering in Unity (all types), Unreal Engine 4, and other game engines are provided. Each texture has a resolution of 4096x4096 pixels. The following section outlines the specific requirements for texture packaging in Unity and Unreal Engine 4: Unity HD render pipeline: Albedo - Base color is stored in the RGB channel with an alpha channel representing opacity. Mask - Metallic information is encoded in the R channel, while ambient occlusion details are found in the G channel, and glossiness values are represented by the alpha channel. Normal – Normal map data is embedded in this texture. Emissive – Emissive information is stored here. Unity universal render pipeline: Albedo - Base color data is stored in the RGB channel with opacity encoded in the alpha channel. Metallic Smoothness – Metallic values are represented by the R channel, while glossiness details are found in the alpha channel. Specular Smoothness - Specular information is encoded in the R channel, and glossiness values are stored in the alpha channel. Normal – Normal map data is embedded in this texture. Emissive ‖ Emissive information is stored here. Ambient occlusion - Ambient occlusion details are represented by a black-and-white image. Unreal Engine 4: Base color – Base color data is stored in the RGB channel, while opacity values are encoded in the alpha channel. OcclusionRoughnessMetallic: Mixed ambient occlusion information is stored in the R channel, roughness details are found in the G channel, and metallic values are represented by the B channel. Normal – Normal map data is embedded in this texture. Emissive ‖ Emissive information is stored here.

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