Antique Sideboard
Illustrated documentation is included with purchase.
Please note that some materials used in this model make use of the Color Mix node. If this model is to be used with Blender 3.4 and later, the Color Mix node will automatically be converted to the newer Mix node which replaces it, and should look and render fine. However, once converted and saved with Blender 3.4 and later, the material will no longer work with Blender versions prior to 3.4.
Description:
This is a model of an early 20th century sideboard. A sideboard is a long cupboard which is about the same height as a table. Sideboards were kept in dining rooms to put plates, silverware, and glasses in. This versatile model can also be used as an antique dresser for clothing as well as a chest-of-drawers for more general storage. It features a used dark walnut finish with brass handles and keyways. The model can be used as a prop in period scenes. It is of sufficient detail that it can be used in a close-up shot.
Usage:
The model is contained in a single .blend file with all textures/images/materials packed inside. To use this model you can append it into your scene as follows:
• Go to the File Menu and pull down to Append
• Find the Antique_Sideboard blend file and double-click on it
• Double Click on the Collection icon
• Select the “Append_Antique_Sideboard” collection and click Append
Note that the model components are all parented to a master Empty item represented by the large labelled axis. You can move or rotate this Empty to adjust the location and orientation of the model.
Technical:
The sideboard was modelled in Blender 3.1 and utilizes image textures into PBR shaders with procedural color, roughness and bump adjustments.
Dimensions: W 60” (152 cm) H 31.5” (80 cm) D 21” *(53.3 cm)
Vert. Count: 27,252
Face Count: 26,485
Textures: 2K PBR with procedural adjustments.
Subdivision modifiers are on many of the components to smoothen the rendered result. These subdivision modifiers are not currently set to display in the 3D viewport. They can be enabled by clicking on the viewport icon in the modifier properties tab.
Note: Images were rendered in Cycles. All materials work in Eevee as well, however some adjustment to the bump strength may be necessary.