Thraxal 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, Emissive
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology Verts: 49704 | Faces: 46990 | Triangles: 99258
- Include LODs
Thraxal Rifle Scifi 3D Model ready for VR/AR and games or other applications.
From an original concept
LOD_00: Vertices 49704 - Faces 46990 - Triangles 99258
LOD_01: Vertices 16979 - Faces 13058 - Triangles 14888
LOD_02: Vertices 8557 - Faces 3112 - Triangles 4367
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 (creatures, people, etc.). A
Thraxal Rifle Scifi Game Ready
Thraxal 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, Emissive
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology Verts: 49704 | Faces: 46990 | Triangles: 99258
- Include LODs
Thraxal Rifle Scifi 3D Model ready for VR/AR and games or other applications.
From an original concept
LOD_00: Vertices 49704 - Faces 46990 - Triangles 99258
LOD_01: Vertices 16979 - Faces 13058 - Triangles 14888
LOD_02: Vertices 8557 - Faces 3112 - Triangles 4367
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 (creatures, people, etc.). A