Mar 4, 2021
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Automated Guided Vehicle
Created: Aug 04, 2015
File Type: TGA, MAX, FBX, OBJ
File Size: 115.8 MB
Embedded Media
Industry: Games
Material Count: 1
Texture Resolution: 2048 x 2048 px
Object Count: 1
Polygon Count: 3799
Bone Count: 2
Skinning

About Automated Guided Vehicle
This is a game ready Automated Guided Vehicle. These vehicles are used to transport materials without the need for constant manual direction. It was designed specifically for use in games or other real-time visualizations. Originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons.

The main renders and wireframes were done in Marmoset Toolbag 2.

File Formats: .max for 3ds Max 2015, .fbx, and .obj

|| Geometry ||

7226 Total Tris

3791 Total Polys

4191 Total Verts

Polygons are all quads or tris, no n-gons

Model unwrapped manually to make most efficient use of the UV space

Model scaled to approximate real world size (inches)

Dimensions: W:47” x L:104” x H:83”

Model centered at the origin

All textures, materials and objects named appropriately

Tested in Marmoset Toolbag 2

Tested in Unreal Engine 4

No special plug-ins needed to use this product

.obj and .fbx versions exported from 3ds Max 2015

The high poly model used to bake the texture maps is also included.

|| Skinning ||

There are separate .max and .fbx versions called rigged and static. The static version is just one object with no bones. The rigged version has two bones to help with animating the lift.

|| Textures ||

2048×2048 diffuse, specular, gloss, normal and ambient occlusion (AO) maps
Textures in .tga format
Textures made for Physically Based Rendering (PBR)
Model texture paths are stripped

One final note: Unfortunately there’s no universal standard for normal map orientation among game engines. If the normals don’t look correct try inverting the green and/or red channels of the normal map in an image editor.

Article Categories:
3D · OBJ

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