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TurbosQuid 3D 2018 Bentley Continental GT
Posted on Jun-28-2018 10:04 | by cod2war | 1 180 views
TurbosQuid 3D 2018 Bentley Continental GT
3ds | c4d | fbx | max | obj | 3D Models | 186 MB
High detailed 3D model of 2018 Bentley Continental GT with interior.
Main features:
– Originally created with 3ds Max 2015
– Two .MAX files with V-Ray and Standard 3ds Max materials
– Two .MB files with V-Ray and Standard Maya materials
– Subdivision modifier is available in the history for .MAX, .MB and .C4D file formats (subdivision iteration 1 is set for all objects). So you can get access to original non-smoothed mesh by deactivating the Subdivision modifier
– Separate objects like body, wheels and doors. Total number of objects is 18. All objects are intelligently named
– Doors can be opened
– Unit system is set to metric (millimeters). Real-world scale
– All textures and materials are included and assigned
– 22 textures, which vary in resolution from 250x250px to 4096x4096px
– Previews rendered in 3ds Max 2015 with V-Ray 3.50.04
Special notes:
– .OBJ format is recommended for import in other 3d software. If your software doesn’t support .OBJ format, please use .3ds format; .OBJ format was exported from 3ds Max. The geometry for .OBJ format is set to quads
– .MAX files can be loaded in 3ds Max 2015 or higher. In order to use V-Ray rendering setups and materials, V-Ray 3.50.04 or higher is needed. V-Ray shaders and render setups are backwards compatible, so you can use V-Ray 2.0 or higher
– .MB files can be loaded in Autodesk Maya 2015 or higher. In order to use V-Ray rendering setups and materials in Maya, V-Ray 3.10.01 or higher is needed. V-Ray shaders and render setups are backwards compatible, so you can use V-Ray 2.0 or higher. Maya V-Ray renders are similar to 3ds Max V-Ray rendered previews, but not identical
– .C4D file can be loaded in MAXON Cinema4D R17 or higher. Only standard Cinema4D materials and Standard renderer used. Material reflections are set up using the new Reflectance channel introduced in R16
Polycounts:
– .MAX format (only one file included with MeshSmooth iteration 1 applied to all objects):
no MeshSmooth: 166,642 faces and 189,177 vertices
MeshSmooth iteration 1: 665,196 faces and 710,714 vertices
MeshSmooth iteration 2: 2,660,784 faces and 2,750,896 vertices
– .MB format (only one file included with Subdivision iteration 1 applied to all objects):
no Subdivision: 166,642 faces and 189,177 vertices
Subdivision iteration 1: 665,196 faces and 710,714 vertices
Subdivision iteration 2: 2,660,784 faces and 2,750,896 vertices
– .C4D format (only one file included with Subdivision iteration 1 applied to all objects):
no Subdivision: 166,640 faces and 189,172 vertices
Subdivision iteration 1: 831,828 faces and 899,875 vertices
Subdivision iteration 2: 2,827,392 faces and 2,940,033 vertices
– .FBX and .OBJ formats (3 files included for each format):
low: 166,642 faces and 189,177 vertices
medium: 665,196 faces and 710,714 vertices
high: 2,660,784 faces and 2,750,896 vertices
– .3DS format (3 files included):
low: 331,908 faces and 208,664 vertices
medium: 1,330,376 faces and 753,538 vertices
high: 5,321,504 faces and 2,869,219 vertices
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