
描述
The quality of the models allows you to use them in any type of production. Games, movies, etc. It allows you to work with hi realistic rendering scene. Taken as a rule 4k PBR pipeline textures productions. All models are fully textured.
This product supports Nanite for Unreal Engine 5.0+ versions
Mesh_1:
SM_SeaShell_1_LOW.fbx (poly: 5764; vert:5766)
SM_SeaShell_1_HI.obj (poly: 368896; vert:3688968)
Textures:
T_SeaShell_D.tga
T_SeaShell_N.tga
T_SeaShell_PBR.tga
Mesh_2:
SM_SeaShell_2_LOW.fbx (poly: 13804; vert:13808)
SM_SeaShell_2_HI.fbx (poly: 1413272; vert:706636)
Textures:
T_Sea_Shell_2_D.tga
T_Sea_Shell_2_N.tga
T_Sea_Shell_2_PBR.tga
Mesh_3_4:
SM_Sea_Shell_3_LOW.fbx (poly: 7299; vert:7301)
SM_Sea_Shell_3_Open.fbx (poly: 15110; vert:15084)
SM_Sea_Shell_3_HI.fbx (poly: 747414; vert:373709)
Textures:
T_SeaShell_3_D.tga
T_SeaShell_3_N.tga
T_SeaShell_3_PBR.tga
T_Sea_Pearl_3_R.tga
Mesh_5:
SM_Sea_Shell_4_LOW.fbx (poly: 13649; vert:13651)
SM_Sea_Shell_4_HI.fbx (poly: 873536; vert:873538)
Textures:
T_Shell_4_D.tga
T_Shell_4_N.tga
T_Shell_4_PBR.tga
Mesh_6:
SM_Shell5_LOW.fbx (poly: 7732; vert:7734)
SM_SeaShell5_HI.fbx (poly: 791752; vert:395878)
Textures:
T_Seashell5_D.tga
T_SeaShell5_N.tga
T_Seashell5_PBR.tga
Mesh_7:
SM_Sea_Shell6_LOW.fbx (poly: 5448; vert:5450)
SM_Sea_Shell6_HI.fbx (poly: 446296; vert:223150)
Textures:
T_SeaShell6_D.tga
T_SeaShell6_N.tga
T_SeaShell6_PBR.tga
Mesh_8:
SM_Vasum_Tubiferum_S3_LOW.fbx (poly: 18441; vert: 18437);
SM_Vasum_Tubiferum_S3_HI.fbx (poly: 472008; vert: 236006);
Textures:
T_Vasum Tubiferum_S3_D.tga
T_Vasum Tubiferum_S3_N.tga
T_Vasum Tubiferum_S3_PBR.tga
Mesh_9:
SM_Bufonaria_Rana_LOW.fbx (poly: 10722; vert: 10724);
SM_Bufonaria_Rana_HI.fbx (poly: 1097928; vert: 548966);
Textures:
T_Bufonaria_Rana_D.tga
T_Bufonaria_Rana_N.tga
T_Bufonaria_Rana_PBR.tga
Mesh_10:
SM_Chicoreus Chicoreum_LOW.fbx (poly: 21365; vert: 21353);
SM_Chicoreus Chicoreum_HI.fbx (poly: 2186816; vert: 1093560);
Textures:
T_Chicoreus Chicoreum_D.tga
T_Chicoreus Chicoreum_N.tga
T_Chicoreus Chicoreum_PBR
(in PBR pipeline where red channel = roughness; green = metalness; blue = ambient occlusion)





















