Zyphon Rifle Scifi Game Ready
- Game Ready
Zyphon Rifle Scifi 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, Emissive
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology Verts: 83128 | Faces: 80046 | Triangles: 166024
- Include LODs
LOD_00: Vertices 83128 - Faces 80046 - Triangles 166024
LOD_01: Vertices 24486 - Faces 22779 - Triangles 24902
LOD_02: Vertices 14824 - Faces 6168 - Triangles 7470
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, peopl
Zyphon Rifle Scifi Game Ready
Zyphon Rifle Scifi Game Ready
- Game Ready
Zyphon Rifle Scifi 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, Emissive
- Textures Unreal Engine 4
- Textures Unity 5 (Standard Metallic)
- Plus Textures Unity HD Render Pipeline
- Topology Verts: 83128 | Faces: 80046 | Triangles: 166024
- Include LODs
LOD_00: Vertices 83128 - Faces 80046 - Triangles 166024
LOD_01: Vertices 24486 - Faces 22779 - Triangles 24902
LOD_02: Vertices 14824 - Faces 6168 - Triangles 7470
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, peopl