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A finely crafted Dobermann Wood Statue 3D model created with high-quality PBR textures to capture realistic wood grain, surface wear, and subtle varnish reflections. The sculpt emphasizes the elegant anatomy of the Dobermann breed — sharp ears, muscular chest, defined legs, and a poised seated posture. Natural wood tone variations and light aging details enhance authenticity, making it suitable for interior visualization, decorative renders, museum scenes, stylized environments, and game assets. Clean topology and optimized geometry ensure it performs well in both real-time engines and cinematic close-ups.
------------------------------------⚜️ 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 ⚜️-------------------------------------------------
3ds Max 2021
Blender 4.4.3
FBX
OBJ (You may need to reassign texture maps in your software.)
PBR Based:GLB
GLTF
USDZ
USD
-----------------------------------------------⚜️ MODEL INFO ⚜️---------------------------------------------------
Object: Dobermann_Wood_Statue_001
Vertices: 2979
Polygons: 3427
Triangles (3-sided): 900
Quads (4-sided): 2527
Rendered Tris: 5954
--------------------------------------⚜️ MATERIALS & TEXTURES ⚜️------------------------------------------
1× 3ds Max scanline Standard material
Textures:
2048x2048 = Dobermann_Wood_Statue_01_Diffuse.png
2048x2048 = Dobermann_Wood_Statue_02_Specular.png
2048x2048 = Dobermann_Wood_Statue_03_Glossiness.png
2048x2048 = Dobermann_Wood_Statue_04_Normal_DirectX.png
2048x2048 = Dobermann_Wood_Statue_04_Normal_OpenGL.png
2048x2048 = Dobermann_Wood_Statue_05_AO.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).











