Low or mid poly model, quads and a few tris only (no ngons). Optimal for both high-end visualization and games or real-time engines (tested in UE4 [Unreal Engine 4]) There are 17 descriptively named objects (Inside: glass, lifts, partitions, plinth, ramps, structure; Outside: deck, frames, glass, ledge, sunshades; Plinth: partitions, floor, frame, glass, grid, wall; Surround: ground) that are organized within the same layer structure. The model is developed in a detail-based object arrangement, so you can easily decrease the poly-count deleting non-essential objects.
The full scene (environment, exposure, gamma, cameras, lights, materials, textures, renderer) is configured and ready to render in a physically correct linear space. Renders displayed here have contrast applied only, no further post-production.
Polycount without inside 79563 polys & 91572 verts Polycount with inside 132809 polys & 147062 verts
Real world scale, units: meters (bounding box 31.1m x 63.1m x 67.8m)
Unwrapped UVs for all objects. Overlapping UVS in UV channel 1 (for common textures) & Non-overlapping UVS in UV channel 2 (for lightmap baking etc)
PBR Vray materials for all objects (diffuse, glossiness, base reflection and normal maps) Meaningfully named. There are 53 texture maps, PNG format, with 1K to 8K resolution (1024×1024px to 8192×8192px)
3dsmax 2016 native file format. Vray 3.30 is used for preview images, materials and procedural textures. 3dsmax 2012 and 2010 file formats, with Vray 2.00 materials, also added. All textures are packed with the model file, sharing folder in a flat file structure, and their paths have been stripped from the model in order to prevent linking issues. Textures should be relinked for OBJ, FBX and 3DS file formats, due to format exporting and importing restrictions with PBR materials.
No plugins used. The HDR image used for lighting the scene is not included, but an ordinary dome is configured instead of it.