Cutlery 5 Item Set

Cutlery 5 Item Set

High detailed photo-realistic 3D model of classic style cutlery 5 set. The model is completely UV-mapped and smoothable, made with 3ds Max 2011 and V-Ray 2.40.03.

  • Model was made with clean topology based on loops and quads.
  • Support edges are provided to retain model’s shape after subdivision.
  • Model provides level of details enough for close-up renders.
  • Objects, groups, materials, textures in a scene have unique and meaningful names.
  • Model has real world scale (system units – cm).
  • Base of model was positioned at the World Origin (0,0,0) just above the grid.
  • Model provides clean non-overlapping UVs.
  • Two *.max files are provided: for V-Ray render and Scanline render.
  • File formats: 3ds Max 2011, Maya 2011, Cinema4D R13, 3DS, OBJ, FBX, DWG.
  • Along with model only file, .max scene is provided which includes cameras and lighting setup used to render preview images and turnarounds.
  • The model is completely ready for visualization.
  • All previews were rendered in 3ds max with V-Ray render engine using mesh subdivision level 2.

The following formats are included in the pack: .max (3ds Max 2011, V-Ray 2.40.3 render) .max (3ds Max 2011, Scanline render) .mb (Maya 2011 (Binary), Maya Software render) .c4d (Cinema 4D R13, default render) .obj (Wavefront Technologies) .fbx (Autodesk FBX version 2013.3) .3ds (3D Studio) .dwg (AutoCAD 2000)

.OBJ, .FBX, .3DS, .DWG were exported straight from 3ds Max.

Polygon count: Salad Fork: vertices-734, quads-732, tris-none, ngons-none Dinner Fork: vertices-734, quads-732, tris-none, ngons-none Dinner Knife: vertices-538, quads-534, tris-4, ngons-none Soup Spoon: vertices-610, quads-608, tris-none, ngons-none Teaspoon: vertices-610, quads-608, tris-none, ngons-none

Model dimensions: Salad Fork: W=2.9cm, L=18.2cm, H=1.7cm Dinner Fork: W=2.7cm, L=19.7cm, H=1.8cm Dinner Knife: W=2.6cm, L=22.5cm, H=1.0cm Soup Spoon: W=4.5cm, L=18.3cm, H=2.1cm Teaspoon: W=3.9cm, L=16.6cm, H=1.9cm

Materials: Chromium

UV map: non-overlaping

The model is deployed with base mesh subdivision. To get more smooth look in renderings apply subdividing procedure to the mesh, ex. TurboSmooth modifier in 3ds Max.