elaphurus deer buck stag reindeer doe

$79.00
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elaphurus deer buck stag reindeer doe

elaphurus deer buck stag reindeer doe

$79.00

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Notes: 3ds max version: The model made with 3ds max 2014 and the Hair effect made with the 3ds max plugin called Hair Farm Pro v2.6.1 . The Hair Farm Pro v2.6.1 plugin files which I already put into the zip file.It can be uesd for 3ds max 2013-2017. As long as you copy and put the plugin files into your 3ds max folder,the hair effect can be worked. Three textures include: body texture、eye texture and normal texture. Eye texture size is:1024*1024.The rest textures size are:4096*4096. Blender version: The blender version used curves and hair geometry node to creat hair in 3.6.0 version(no plugin needed). Textures:2 different colors textures and 1 normal texture,all textures size are:4096*4096. 2- 6 animation files: eat001: 217 frames idle001: 120 frames idle002: 56 frames wake up001: 85 frames run001(loop): 17 frames walk001(loop): 48 frames 3- Three formats: (1) 3ds max 2014 (2) Blender 3.6.0 (3) FBX(no hair effect)

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Settingselaphurus deer buck stag reindeer doe removePedal boat removeGrass Forest V 1 removeGreen Mountain Pack removeBlubberfish glass ball removeScottish Highland with grass and moss remove
Nameelaphurus deer buck stag reindeer doe removePedal boat removeGrass Forest V 1 removeGreen Mountain Pack removeBlubberfish glass ball removeScottish Highland with grass and moss remove
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ContentNotes: 3ds max version: The model made with 3ds max 2014 and the Hair effect made with the 3ds max plugin called Hair Farm Pro v2.6.1 . The Hair Farm Pro v2.6.1 plugin files which I already put into the zip file.It can be uesd for 3ds max 2013-2017. As long as you copy and put the plugin files into your 3ds max folder,the hair effect can be worked. Three textures include: body texture、eye texture and normal texture. Eye texture size is:1024*1024.The rest textures size are:4096*4096. Blender version: The blender version used curves and hair geometry node to creat hair in 3.6.0 version(no plugin needed). Textures:2 different colors textures and 1 normal texture,all textures size are:4096*4096. 2- 6 animation files: eat001: 217 frames idle001: 120 frames idle002: 56 frames wake up001: 85 frames run001(loop): 17 frames walk001(loop): 48 frames 3- Three formats: (1) 3ds max 2014 (2) Blender 3.6.0 (3) FBX(no hair effect)Texture set: PBR textures 4096x4096 .png / Base Color / Metallic / Normal (OpenGL) / Roughnes PBR textures 4096x4096 .png /Diffuse / Glossiness / Specular / Normal (DirectX) 3ds Max; obj; fbx files have standard mat: spec/gloss textures Geometry: Units: Centimeters Polygons: 174370 Vertex: 176054 Triangles: 0 Quads: 174370 Ngons: 0 Vertex with more than 5 edges: 0 Object: Dimension cm: 172.7cm x 245.1cm x 161.7cm Dimension inches: 68x 96.5 x 63.64" Model parts: 47 Material count: 3 XForm: Yes BoxTrick: YesLight Map Test - Unreal Engine 4 - No error Grass Forest Polygons -42 Vertices - 84 UVs - overlapping With LODs ******Textures****** Textures: Grass Grass_1_2 All with Base Color (Spec) / Normal / Occlusion If there are objects with transparency such as leaves and branches there will be the specular map Grass Green And Die Polygons -379 Vertices - 423 UVs - overlapping With LODs ******Textures****** Textures: Grass - 1 obj All with Base Color (Spec) / Normal / Occlusion If there are objects with transparency such as leaves and branches there will be the specular map4 Grass mountain 3d models ready for your project! -4096pix Textures (color/light/normal/height/splat/snow and other)Blue Planet Displacement sphere created in Xenodream Multiple file formats available: OBJ, Maya, Zbrush, ZTL, FBX & Collada DAE 400.000 Polygons, 200.000 Vertices For use in Architecture, Art projects or 3D Printing Enjoy!Scottish Highland with grass and moss, hills and mountains. There is a high and a low version of the model in FBX and OBJ format and a 3d max file for you to play with. (trees are not included, these are just for visuals) 8k textures High detailed model Height map Diffuse map Normal map Best used as mid to far-away shots Detail is up to the mesh density you go for ( more polys more details (3dmax displace) )
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