nightstand001 (1)

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Author name
rileylewand
Source
CGTrader
Polygon Count
108
Release Date
2023-04-29
License
Royalty Free License
Package price
$ 5.97
woodpbrgamelow-polyue4mikktwoodengothicretrovintageantique4khdhqdecostyleend-tableside-tablefurnituretablewooden-tablewood-table

Package Overview

Here is a game ready nightstand/end table made with the utmost care to obtain a standard that is both visually exquisite and performance friendly for real-time applications. The model itself has two different texture sets showcasing two different designs to allow the model to be used in a more versatile manner. Each set's textures are all 4K to allow for the highest possible detail to shine. Each texture set comes with both the original TIFF format textures (Uncompressed) as well as their TGA equivalents, for use in a game engine (UE4/Unity). All the texture maps adhere to the following naming convention: - *_Albedo (The Color/Base/Albedo Map) - *_NRM (The Normal Map - DirectX - Invert Green Channel for OpenGL) - *_Rough (The Roughness/Microsurface Map) - *_Metal (The Metallic/Metalness Map) - *_AO (The Ambient Occlusion Map) - *_ARM (A map containing the previously mentioned AO, Roughness, and Metallic maps into each of the images individual channels of a single image. Conserving texture memory in certain applications (UE4 for example.) The ARM suffix corresponds to RGB in that: Red Channel = Ambient Occlusion Green Channel = Roughness Map Blue Channel = Metallic Map) UE4.zip - The UE4.zip contains an already setup version of the model for use in Unreal Engine 4, this includes textures and materials and accurate model scale but does not include custom collision or LODs.) Simply merge the Content and its contents from within the zip file and merge it with your current project's Content folder. It should automatically detect the files immediately or on the next time you launch the engine. Technical Note: If the model is displaying oddly in whatever rendering software you're viewing it in, make sure the software's Tangent Space is set to MikkT, if there is such an option. As this model was designed and created using MikkT tangent space. In almost all cases this shouldn't be an issue since MikkT is widely considered to be the standard tangent space encoding method. UE4, Substance Designer, and Substance Painter all use MikkT by default.

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