Old Cauldron With Stew Game Ready
Improve your workflow with 3D game props!
Creative and eye-catching models that are optimised for real-time game engines like this game asset that will add life and context to game worlds and help you create your next videogame!
Game Ready
Old Cauldron With Stew ready for VR/AR and games or other applications.
4K PBR Textures Included
Non Overlapping UV Layout Map
Resolution: up to 4096x4096px
PBR Workflow: Base color, Metallic, Normal, Roughness, AO
Textures Unreal Engine 4
Textures Unity 5 (Standard Metallic)
Plus Textures Unity HD Render Pipeline
Topology
Vertices 2072 | Faces: 1974 | Triangles: 4048
Files format included
.blend
.fbx
.obj
With the purchase you get:
- Blend, FBX, OBJ
- Textures PBR for Blender (4K, 2K, 1K, 512)
- Textures PBR Metal Roughness (4K, 2K, 1K, 512)
- Textures PBR for Unity (4K, 2K, 1K, 512)
- Textures PBR for Unreal (4K, 2K, 1K, 512)
Scale units meters in Blender in real world dimension. Made and rendering in Blender v2.92 with Cycles.
Compatible with Unity and Unreal
Old Cauldron With Stew game ready is a resource in the 3D computer graphics used by 3D game developers to ease their work and smoothen the workflow.
Benefits
- Non-Overlapping UV Layout Map
Non-overlapping helps the user to draw unique textures. It is essential in texture baking or generating normal maps. Furthermore, it helps to achieve specific needs such as you can paint over one part of the model and leave the rest as it is.
- PBR Workflow
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the flow of light in the real world.
- Add Value to Gaming World
Game assets add life and energy to the game world and assists in creating topnotch content.
Hassles Solves
Texture import and compression consume valuable time, especially when working on complex projects. The Old Cauldron With Stew game ready has optimized texture import and compression process.
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Reducing texture resolution is often overlooked when there’s a need of reducing poly count. However, game model scale the texture according to the model.
It is necessary to invest a lot of time to make a 3D model game ready.
Feel free to leave a rating, or shoot me a message with any questions you may have.