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Medios 1 para el artículo Beverages | Food & Drinks | Game Ready | PBR

Descripción

  • Beverages

    • Cans, soda bottles and cartons of drinks

    • 26 meshes: SM_Carton1 (622 triangles), SM_Carton2 (622 triangles), SM_Carton3 (622 triangles), SM_DrinkCanBig_1 (1,344 triangles), SM_DrinkCanBig_2 (1,344 triangles), SM_DrinkCanBig_3 (1,344 triangles), SM_DrinkCanBig_4 (1,344 triangles), SM_DrinkCanBig_5 (1,344 triangles), SM_DrinkCanSmall_1 (1,344 triangles), SM_DrinkCanSmall_2 (1,344 triangles), SM_DrinkCanSmall_3 (1,344 triangles), SM_DrinkCanSmall_4 (1,344 triangles), SM_DrinkCanSmall_5 (1,344 triangles), SM_Jug1 (1,808 triangles), SM_Jug2 (1,808 triangles), SM_Jug3 (1,808 triangles), SM_Soda01 (3,046 triangles), SM_Soda02 (3,046 triangles), SM_Soda03 (3,046 triangles), SM_SodaSmall01 (1,681 triangles), SM_SodaSmall02 (1,681 triangles), SM_SodaSmall03 (1,681 triangles), SM_Water01 (2,788 triangles), SM_Water02 (2,788 triangles), SM_WaterSmall01 (2,016 triangles), SM_WaterSmall02 (2,016 triangles)

    • Real-world scale, largest piece 23 x 21 x 32 cm

    • PBR, game ready, MikkTSpace tangents

    • 3 color variants: White2, White3, White4

    • Cut-out material: the openings are an opacity mask in the Base Color alpha channel

    • 6 tinted materials on one texture set, each with its own Base Color texture outside Unreal

    Formats included

    • Unreal Engine 5.3+: Asset Pack with overview map, collision, 4 LODs, one material instance per color (3)

    • USD: one file per mesh, UsdPreviewSurface materials

    • glTF: one file per mesh, ORM packed material

    • FBX: one file per mesh

    • Blender: scene with materials set up, scale applied

    • Color variants outside Unreal: a material and a Base Color texture per color; USD, glTF and FBX have one file per color (SM_Name_Color), the Blender scene holds every material

    • USD, glTF, FBX and Blender files contain LOD0 only

    Textures: 4096 x 4096 PNG

    • Base Color, one per color variant (alpha channel = opacity mask)

    • Normal, as DirectX and as OpenGL

    • Roughness, Metallic and Ambient Occlusion as separate maps

    • ORM packed (Red = Occlusion, Green = Roughness, Blue = Metallic)

    • RMA packed (Red = Roughness, Green = Metallic, Blue = Ambient Occlusion)

    • Every format ships the full set, so you can use whichever packing your tool wants

    Also included in these PropHaus packs

    Third-party content

    • No third-party content: everything in this pack was created by PropHaus.

    Support

    • For direct support join the PropHaus Discord

Formatos incluidos