Antlers with Skull Fragment Low-poly  3D model

Antlers with Skull Fragment Low-poly 3D model

cgtrader

All preview renders were rendered in Blender 2.8 using Cycles renderer with physically based Principled BSDF shader. Render setup utilizes 16384x8192 HDRI image lighting map (included). Textures are optimized for PBR rendering solutions (using Metalness or Specular workflows). Level 4 subdivision modifier is applied to geometry. Beauty renders uses albedo, roughness and vector displacement maps. GEOMETRY Geometry provided is low poly mesh. Mesh is subdividable up to its original sculpt level of 6 to accurately reveal all tiny details of displacement map. Model is designed to provide optimal detail/performance level you need. Not only high detail close-up renders are possible, but lower subdivision level/not subdivided mesh can also be used in game environments. Geometry centered on the origin Real world scale (units: centimeters) Polygonal quads only No poles with more than 5 edges Displacement distance (useful in other software packages): 1.0 cm UVs: linear TEXTURES Textures are photorealistic 8192x8192 (32 bit per channel EXR) images, created from real object capture data. Each model UV's were created and inspected according to its specific surface characteristic. This enables to find the optimal balance of maximum texture space allocation, intuitive layout, easy further 2d texture editing possibilities and minimal texture distortion. Textures are designed to fit linear UVs (no internal smoothing, locked UV borders) to avoid UV smoothing errors. Geometry of evenly sized quads guarantees low linear UV texture distortion when subdivided. Textures used in provided Blender scene: Albedo Roughness Vector Displacement Spherical 16384x8192 HDRI map texture Additional textures provided in separate archive: Normal (for subdivision level 0 geometry) Specular Glossiness Displacement No third-party plug-ins used. Scene created in Blender 2.8. Feel free to leave your feedback. It should help me to better know your needs and actual product reception. My goal is to provide high quality models and constantly improve various aspects of them. Thank you!

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