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Mídia 1 do anúncio Kiver-M FHS Russian Helmet PBR

Descrição

High-quality 3D model of the Kiver-M FHS Russian helmet featuring a ballistic shell, camouflage cover, and integrated face shield. Suitable for military scenes, tactical simulations, cinematics, and defense visualization projects.

GENERAL INFORMATION:

- Optimized low-poly mesh with clean topology and performance-friendly detail retention

- Real-world scale and accurate proportions

- All objects are error-free and legal geometry

- No subdivision required and no plugins needed

FILE FORMATS:

1. 3ds Max 2021

2. Blender 4.4.3

3. FBX

4. OBJ (You may need to reassign texture maps in your software.)

5. GLB

6. GLTF

7. USDZ

8. USD

MODEL INFO:

Object: Kiver_M_FHS_Russian_Helmet

- Vertices: 3342

- Polygons: 3682

- Triangles (3-sided): 864

- Quads (4-sided): 2818

- Rendered Tris: 6500

MATERIALS & TEXTURES:

- 2× 3ds Max physical material with multi/sub-object material

- The ORM (Occlusion, Roughness, Metalness) & ARM (Alpha, Roughness, Metalness) texture map is also included

Textures:

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_01_Albedo.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_02_Metalness.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_02_ORM.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_03_Roughness.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_04_Normal_DirectX.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_04_Normal_OpenGL.png

- 4096x4096 = 01_Kiver_M_FHS_Russian_Helmet_05_AO.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_01_Albedo.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_01_Albedo_RGBA.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_02_ARM.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_02_Metalness.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_02_ORM.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_03_Roughness.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_04_Normal_DirectX.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_04_Normal_OpenGL.png

- 2048x2048 = 02_Kiver_M_FHS_Russian_Helmet_05_Alpha.png

NOTES:

You may need to reassign texture maps in your software.

You may need to flip the green channel of the normal map depending on your workflow (DirectX vs OpenGL).

The attached 3D view does not represent the object's actual quality, and it is better shown in the render images.

The file and texture names might differ from the displayed names here. (just for a shorter or better naming convention).

Formatos incluídos

Arquivos adicionais