
Descripción
A realistic medieval metal shield featuring a central cross design, created with clean geometry and carefully optimized topology for efficient real-time performance and high-quality cinematic rendering.
The asset represents a detailed medieval shield suitable for historical scenes, medieval environments, cinematic productions, fantasy worlds, and real-time applications requiring visually accurate props.
The geometry was carefully structured to preserve the characteristic silhouette and structural details of a medieval shield while maintaining efficient topology, allowing the asset to perform well in both game environments and high-quality close-up renders.
The model includes three geometry versions (low, mid, and high poly), providing flexibility for different levels of detail depending on project requirements.
Technical Information
Real-world scale: Yes
Shield Dimensions: 0.388 m (Width – X) × 0.0508 m (Depth – Y) × 0.583 m (Height – Z)
Geometry Versions:
Low Poly Geometry: 3,788 vertices | 11,099 edges | 7,330 faces | 7,330 triangles
Mid Poly Geometry: 14,715 vertices | 43,672 edges | 28,976 faces | 28,976 triangles
High Poly Geometry: 58,387 vertices | 174,272 edges | 115,904 faces | 115,904 triangles
Geometry: Clean and optimized topology
Object structure: Single object (Shield)
UVs: Single UV Map (non-overlapping)
Materials: 1
Texture Atlas: 1
Texture Maps: 4 (BaseColor, Roughness, Normal, Metallic)
Texture System:
4K PBR textures included
Texel Density: ~36 px/cm
UV Padding: 64 px margin
Included formats: BLEND, FBX, GLB, GLTF
Additional Notes
A single material and a single texture atlas are used to keep the asset efficient and easy to integrate into real-time engines such as Unreal Engine and Unity.
Preview renders were created using the original Blender production setup.
The included .blend file contains the complete non-destructive production setup used during development.
Exported formats contain applied geometry and materials and are optimized for FBX, GLB and GLTF workflows.
















