Bazrosh Rifle Scifi Game Ready
- Game Ready
- 4K PBR Textures Included
- Non Overlapping UV Layout Map
- Resolution: up to 4096x4096px
- PBR Workflow: Base color, Metallic, Normal, Roughness, AO
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology 62561 | Faces: 59732 | Triangles: 124860
- Include LODs
Bazrosh Rifle Scifi 3D Model ready for VR/AR and games or other applications.
From a concept by Eldar Safin
LOD_00: Vertices 62561 - Faces 59732 - Triangles 124860
LOD_01: Vertices 20585 - Faces 16576 - Triangles 18728
LOD_02: Vertices 9989 - Faces 4593 - Triangles 5618
A Level of Detail model (LOD) is a lower-resolution version of a game model. The lower-res version is used to improve performance by being swapped in whenever the higher-resolution of the game model is not apparent anymore, for example when it is a certain distance from the player. Usually LODs have a lower vertex count (50% or so) and simpler shader (diffuse only, for example).
LOD0 is the highest level of detail, your original model. Zero is always the highest because the number of LODs is unknown, so if you need more LODs you can just increment the number.
LOD1 is sometimes done by hand, especially for rigged organics
Bazrosh Rifle Scifi Game Ready
Bazrosh Rifle Scifi Game Ready
- Game Ready
- 4K PBR Textures Included
- Non Overlapping UV Layout Map
- Resolution: up to 4096x4096px
- PBR Workflow: Base color, Metallic, Normal, Roughness, AO
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology 62561 | Faces: 59732 | Triangles: 124860
- Include LODs
Bazrosh Rifle Scifi 3D Model ready for VR/AR and games or other applications.
From a concept by Eldar Safin
LOD_00: Vertices 62561 - Faces 59732 - Triangles 124860
LOD_01: Vertices 20585 - Faces 16576 - Triangles 18728
LOD_02: Vertices 9989 - Faces 4593 - Triangles 5618
A Level of Detail model (LOD) is a lower-resolution version of a game model. The lower-res version is used to improve performance by being swapped in whenever the higher-resolution of the game model is not apparent anymore, for example when it is a certain distance from the player. Usually LODs have a lower vertex count (50% or so) and simpler shader (diffuse only, for example).
LOD0 is the highest level of detail, your original model. Zero is always the highest because the number of LODs is unknown, so if you need more LODs you can just increment the number.
LOD1 is sometimes done by hand, especially for rigged organics