Model formats:- *.fbx (Multi Format)- *.obj (Multi Format)- *.3ds (Multi Format)- *.blender (Multi Format)
Tag: crack
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Column 3D Model
column architecture pillar rock crack capital base stone floor ancient greek corinthian ambient ruins roman temple moss eroded environment
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Column 3D Model
column architecture pillar rock crack capital base stone floor ancient greek corinthian ambient ruins roman temple moss eroded environment
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Tree Log 3D Model
Low-poly photorealistic log. Based on real-world photoscanned object. Made for next-gen AAA games.- 1736 polys- 1736 tris- 870 vertsPBR textures 4096×4096. Non-overlapping UVs.- diffuse- specular- roughness- normal- height- occlusion- cavity
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Skull and gravestone 3D Model
Objects were made in Maya 2014, rendered with VRay 2.4 for Maya.I’ve used a 2K texture for the grave stone and for the skull I used a VRay Mtl with no textures, just diffuse color.Skull is high poly model and gravestone is a low poly.Available formats upon request: .obj, .fbx, .mb,
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Column 3D Model
column architecture pillar rock crack capital base stone floor ancient greek corinthian ambient ruins roman temple moss eroded environment
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3D Stone Cracks Sculpted model 3D Model
Stone cracks high poly sculpt made in ZBrush. This could be used for damaged concrete or other surface. [The mesh is ideal for sculpting, baking or alpha making. No UVs.Decimated med poly version is also included in OBJ format.
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Debris 4 3D Model
Hi :)8192×8192 texturePhotoreal model.1 million high poly model comes with it.Product photos are shown without lighting & shadows.Check out my other models.
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3D Debris 2 model 3D Model
Hi :)8192×8192 texturePhotoreal model.1 million high poly model comes with it.Product photos are shown without lighting & shadows.Check out my other models.
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Wooden Plank Lumber Sawdust Debris 3D Model
The mesh although with triangular faces (for better representation of the original silhouette/shape of the object) is manually and carefully cleaned of any irregularities or errors. The result is 100% clean and subdivision ready etc. mesh.V-Ray and standard materials- Hi-Res Realistic product- Correct scale- Object(s) in their own layer (name via product name)Maps in max archives :Diffuse 4096*4096px JPGThese are optimized and are indistinguishable from 8192*8192px TIFFs (which take more RAM during rendering etc.)Nevertheless if you want 105% quality, you can download the separate hires TIFF textures archive (around 250MB), which contains:Diffuse 8192*8192px TIFDisplacement 32bit 4096*4096px EXRIf you need just the original mesh without using displacement map during rendering, take the low poly version, subdivide it a couple of times and use the displacement map in ‘displace’ modifier (in 3ds max) or similiar in other applications, which will deform your mesh in viewport realtime, so you get the original hipoly mesh. You can use it, or use it as proxy or decimated it etc.Objects are in their own layer called ‘_Merged_Buyed’. No part-name confusion when importing. Centered on 0,0,0.



