Rifle Sci-Fi Post Apocalypse Game Ready
- Game Ready
Rifle Sci-Fi post-apocalypse 3D Model ready for VR/AR and games or other applications. - 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
Verts: 139292 | Faces: 138571 | Triangles: 278280 - Include LODs
From a concept by Eldar Safin
LOD_00: Vertices 139292 - Faces 138571 - Triangles 278280
LOD_01: Vertices 29687 - Faces 41237 - Triangles 41761
LOD_02: Vertices 15683 - Faces 12210 - Triangles 12528
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 inc
Rifle Sci-Fi Post Apocalypse Game Ready
Rifle Sci-Fi Post Apocalypse Game Ready
- Game Ready
Rifle Sci-Fi post-apocalypse 3D Model ready for VR/AR and games or other applications. - 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
Verts: 139292 | Faces: 138571 | Triangles: 278280 - Include LODs
From a concept by Eldar Safin
LOD_00: Vertices 139292 - Faces 138571 - Triangles 278280
LOD_01: Vertices 29687 - Faces 41237 - Triangles 41761
LOD_02: Vertices 15683 - Faces 12210 - Triangles 12528
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 inc