Suspension San Francisco houses the world 3D model

Suspension San Francisco houses the world 3D model

cgtrader

This 3D model was originally designed using Sketchup 8 software before being converted into various other 3D formats. Native format is .skp, while a 3dsmax scene uses 3ds Max 2016 with rendering handled by Vray 3.00 Be amazed at the sophisticated suspension design inspired by triple San Francisco architecture. This modern ceiling fixture is a stunning silvery metal chandelier perfectly suited for an elegant and trendy lounge space. A suspended silver light with three heads boasts a width of 116 cm, making it ideal for illuminating homes in style! Size: Height (cm) 63 x Width (cm) 116 x Depth (cm) 26; Weight: 5 Kg http://www.maisonsdumonde.com/FR/fr/produits/fiche/suspension-san-francisco-109269.htm Ref. 109269, Price: €169.00 Polygons: 21824 Textures can be located in the .skp file. Extracting textures from the .skp file is straightforward: Use one of these software options if you have them on hand to make it easy. Follow the steps below: Sketchup (Complimentary) 1. Simply export an image as your preferred 2D file under File/Export/2d Graphic - dropdown option. Another Option: 1. Go to File -> Export -> 3D Model. Export it as a COLLADA File (*.dae) file. 2. Click the Options button and verify that Export Texture Maps is checked. 3. Locate the exported file in the directory; a folder with the same name as the exported file should contain all textures. C4D (A trial version will suffice) 1. The .skp file automatically generates a folder containing textures adjacent to the .skp file when imported into C4D. 3ds Max When the .skp file is imported into 3ds Max, it saves texture files to ..3dsMaxsceneassetsimages. To locate them, simply go there. You can also export an fbx file with embed media option selected (in export dialog window), which will automatically generate a folder of textures together with the fbx file. Rhinoceros 3D (A trial version is acceptable) 1. Import the .skp file into Rhinoceros 3D. 2. Open Material Editor in Panel->Material editor. 3. Select any material that features texture on it. 4. Click on the texture name (in Textures section), then click the three dot button. All textures are now visible, and you should find them in the ..AppDataLocalTempembedded_files directory. You're welcome to copy and paste the textures to a folder of your preference.

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